Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_saves ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
std::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
std::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
std::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
std::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_type gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset (std::function< void(std::string)> out)
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (point p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, point mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, point cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (point delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen = nullptr
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
std::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 769 of file game.h.

769 : int {
770 CHANGE_TAB,
771 QUIT,
772 FIRE, // Who knew, apparently you can do that in list_monsters
773 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 298 of file game.cpp.

298 :
300 scent_ptr( *this ),
303 m( *map_ptr ),
304 u( *u_ptr ),
305 scent( *scent_ptr ),
307 uquit( QUIT_NO ),
308 new_game( false ),
310 mostseen( 0 ),
313 next_npc_id( 1 ),
314 next_mission_id( 1 ),
318 seed( 0 ),
319 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
320{
328 world_generator = std::make_unique<worldfactory>();
329 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
330 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
331}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1023
pimpl< spell_events > spell_events_ptr
Definition: game.h:958
safe_mode_type safe_mode
Definition: game.h:1020
bool safe_mode_warning_logged
Definition: game.h:1034
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:952
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1068
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:978
event_bus & events()
Definition: game.cpp:2701
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:954
character_id next_npc_id
Definition: game.h:1036
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:956
void reset_light_level()
Definition: game.cpp:3545
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:957
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1025
pimpl< map > map_ptr
Definition: game.h:947
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1051
pimpl< live_view > liveview_ptr
Definition: game.h:949
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:955
pimpl< scent_map > scent_ptr
Definition: game.h:951
timed_event_manager & timed_events
Definition: game.h:966
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1063
int next_mission_id
Definition: game.h:1038
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:980
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:959
map & m
Definition: game.h:963
avatar & u
Definition: game.h:964
scent_map & scent
Definition: game.h:965
int user_action_counter
Definition: game.h:1057
live_view & liveview
Definition: game.h:950
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1060
pimpl< avatar > u_ptr
Definition: game.h:948
time_point remoteveh_cache_time
Definition: game.h:1044
static void achievement_attained(const achievement *a)
Definition: game.cpp:291
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:32
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11785 of file game.cpp.

11786{
11787 //If player is sleeping, get a dream from a carried artifact
11788 //Don't need to check that player is sleeping here, that's done before calling
11789 std::vector<item *> art_items = u.items_with( []( const item & it ) -> bool {
11790 return it.is_artifact();
11791 } );
11792 std::vector<item *> valid_arts;
11793 std::vector<std::vector<std::string>>
11794 valid_dreams; // Tracking separately so we only need to check its req once
11795 //Pull the list of dreams
11796 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11797 for( auto &it : art_items ) {
11798 //Pick only the ones with an applicable dream
11800 if( art && art->charge_req != ACR_NULL &&
11801 ( it->ammo_remaining() < it->ammo_capacity() ||
11802 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11803 add_msg( m_debug, "Checking artifact %s", it->tname() );
11804 if( check_art_charge_req( *it ) ) {
11805 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11806 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11807 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11808 valid_arts.push_back( it );
11809 valid_dreams.push_back( art->dream_msg_met );
11810 }
11811 } else {
11812 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11813 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11814 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11815 valid_arts.push_back( it );
11816 valid_dreams.push_back( art->dream_msg_unmet );
11817 }
11818 }
11819 }
11820 }
11821 if( !valid_dreams.empty() ) {
11822 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11823 const int selected = rng( 0, valid_arts.size() - 1 );
11824 auto it = valid_arts[selected];
11825 auto msg = random_entry( valid_dreams[selected] );
11826 const std::string &dream = string_format( _( msg ), it->tname() );
11827 add_msg( dream );
11828 } else {
11829 add_msg( m_debug, "Didn't have any dreams, sorry" );
11830 }
11831}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
Definition: item.h:211
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7382
bool is_artifact() const
Definition: item.cpp:6963
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7409
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4554
const itype * type
Definition: item.h:2157
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
@ m_debug
Definition: enums.h:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11488
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), item::ammo_capacity(), item::ammo_remaining(), itype::artifact, check_art_charge_req(), item::is_artifact(), visitable< T >::items_with(), m_debug, random_entry(), rng(), string_format(), item::tname(), item::type, u, and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11607 of file game.cpp.

11608{
11609 int net_str = 0;
11610 int net_dex = 0;
11611 int net_per = 0;
11612 int net_int = 0;
11613 int net_speed = 0;
11614
11615 for( auto &i : effects ) {
11616 switch( i ) {
11617 case AEP_STR_UP:
11618 net_str += 4;
11619 break;
11620 case AEP_DEX_UP:
11621 net_dex += 4;
11622 break;
11623 case AEP_PER_UP:
11624 net_per += 4;
11625 break;
11626 case AEP_INT_UP:
11627 net_int += 4;
11628 break;
11629 case AEP_ALL_UP:
11630 net_str += 2;
11631 net_dex += 2;
11632 net_per += 2;
11633 net_int += 2;
11634 break;
11635 case AEP_STR_DOWN:
11636 net_str -= 3;
11637 break;
11638 case AEP_DEX_DOWN:
11639 net_dex -= 3;
11640 break;
11641 case AEP_PER_DOWN:
11642 net_per -= 3;
11643 break;
11644 case AEP_INT_DOWN:
11645 net_int -= 3;
11646 break;
11647 case AEP_ALL_DOWN:
11648 net_str -= 2;
11649 net_dex -= 2;
11650 net_per -= 2;
11651 net_int -= 2;
11652 break;
11653
11654 case AEP_SPEED_UP:
11655 net_speed += 20;
11656 break;
11657 case AEP_SPEED_DOWN:
11658 net_speed -= 20;
11659 break;
11660
11661 case AEP_PBLUE:
11662 break; // No message
11663
11664 case AEP_SNAKES:
11665 add_msg( m_warning, _( "Your skin feels slithery." ) );
11666 break;
11667
11668 case AEP_INVISIBLE:
11669 add_msg( m_good, _( "You fade into invisibility!" ) );
11670 break;
11671
11672 case AEP_CLAIRVOYANCE:
11674 add_msg( m_good, _( "You can see through walls!" ) );
11675 break;
11676
11678 add_msg( m_good, _( "You can see through everything!" ) );
11679 break;
11680
11681 case AEP_STEALTH:
11682 add_msg( m_good, _( "Your steps stop making noise." ) );
11683 break;
11684
11685 case AEP_GLOW:
11686 add_msg( _( "A glow of light forms around you." ) );
11687 break;
11688
11689 case AEP_PSYSHIELD:
11690 add_msg( m_good, _( "Your mental state feels protected." ) );
11691 break;
11692
11694 add_msg( m_good, _( "You feel insulated." ) );
11695 break;
11696
11697 case AEP_CARRY_MORE:
11698 add_msg( m_good, _( "Your back feels strengthened." ) );
11699 break;
11700
11701 case AEP_FUN:
11702 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11703 break;
11704
11705 case AEP_HUNGER:
11706 add_msg( m_warning, _( "You feel hungry." ) );
11707 break;
11708
11709 case AEP_THIRST:
11710 add_msg( m_warning, _( "You feel thirsty." ) );
11711 break;
11712
11713 case AEP_EVIL:
11714 add_msg( m_warning, _( "You feel an evil presence…" ) );
11715 break;
11716
11717 case AEP_SCHIZO:
11718 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11719 break;
11720
11721 case AEP_RADIOACTIVE:
11722 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11723 break;
11724
11725 case AEP_MUTAGENIC:
11726 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11727 break;
11728
11729 case AEP_ATTENTION:
11730 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11731 break;
11732
11733 case AEP_FORCE_TELEPORT:
11734 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11735 break;
11736
11737 case AEP_MOVEMENT_NOISE:
11738 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11739 break;
11740
11741 case AEP_BAD_WEATHER:
11742 add_msg( m_warning, _( "You feel storms coming." ) );
11743 break;
11744
11745 case AEP_SICK:
11746 add_msg( m_bad, _( "You feel unwell." ) );
11747 break;
11748
11749 case AEP_SMOKE:
11750 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11751 break;
11752 default:
11753 //Suppress warnings
11754 break;
11755 }
11756 }
11757
11758 std::string stat_info;
11759 if( net_str != 0 ) {
11760 stat_info += string_format( _( "Str %s%d! " ),
11761 ( net_str > 0 ? "+" : "" ), net_str );
11762 }
11763 if( net_dex != 0 ) {
11764 stat_info += string_format( _( "Dex %s%d! " ),
11765 ( net_dex > 0 ? "+" : "" ), net_dex );
11766 }
11767 if( net_int != 0 ) {
11768 stat_info += string_format( _( "Int %s%d! " ),
11769 ( net_int > 0 ? "+" : "" ), net_int );
11770 }
11771 if( net_per != 0 ) {
11772 stat_info += string_format( _( "Per %s%d! " ),
11773 ( net_per > 0 ? "+" : "" ), net_per );
11774 }
11775
11776 if( !stat_info.empty() ) {
11777 add_msg( m_neutral, stat_info );
11778 }
11779
11780 if( net_speed != 0 ) {
11781 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11782 }
11783}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 2996 of file game.cpp.

2997{
2998 draw_callbacks.erase(
2999 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3000 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3001 return cbw.expired();
3002 } ),
3003 draw_callbacks.end()
3004 );
3005 draw_callbacks.emplace_back( cb );
3006 cb->added = true;
3008}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:2961
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:225
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1874 of file game.cpp.

1875{
1876 follower_ids.insert( id );
1877 u.follower_ids.insert( id );
1878}
std::set< character_id > follower_ids
Definition: game.h:1039
std::set< character_id > follower_ids
Definition: player.h:261

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 11943 of file game.cpp.

11944{
11945 return Creature_range( *this );
11946}
friend class Creature_range
Definition: game.h:334

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 11948 of file game.cpp.

11949{
11950 return monster_range( *this );
11951}
friend class monster_range
Definition: game.h:333

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 11953 of file game.cpp.

11954{
11955 return npc_range( *this );
11956}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11857 of file game.cpp.

11858{
11859 return get_npcs_if( [&]( const npc & guy ) {
11860 if( !guy.is_hallucination() ) {
11861 return guy.is_ally( g->u );
11862 } else {
11863 return false;
11864 }
11865 } );
11866}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11880
Definition: npc.h:744
bool is_hallucination() const override
Definition: npc.cpp:3285

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1862 of file game.cpp.

1863{
1864 int ret = next_mission_id;
1866 return ret;
1867}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3553 of file game.cpp.

3554{
3556 ++next_npc_id;
3557 return ret;
3558}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1661 of file game.cpp.

1662{
1663 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1664 vehicle *&v = veh.v;
1665 if( v->is_following ) {
1666 v->drive_to_local_target( m.getabs( u.pos() ), true );
1667 } else if( v->is_patrolling ) {
1668 v->autopilot_patrol();
1669 }
1670 }
1671}
const tripoint & pos() const override
Definition: character.cpp:587
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8303
VehicleList get_vehicles()
Definition: map.cpp:295
A vehicle as a whole with all its components.
Definition: vehicle.h:676
void autopilot_patrol()
Definition: vehicle.cpp:702
bool is_following
Definition: vehicle.h:2008
bool is_patrolling
Definition: vehicle.h:2009
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:817

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11274 of file game.cpp.

11275{
11276 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11277 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11278 return;
11279 }
11280 quicksave(); //Driving checks are handled by quicksave()
11281}
time_t last_save_timestamp
Definition: game.h:1041
void quicksave()
Definition: game.cpp:11229
@ time
Recharges slowly with time.

References last_save_timestamp, quicksave(), and time.

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8270 of file game.cpp.

8271{
8272 static const std::string salvage_string = "salvage";
8273 if( u.controlling_vehicle ) {
8274 add_msg( m_info, _( "You can't butcher while driving!" ) );
8275 return;
8276 }
8277
8278 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8279 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8280 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8281 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8282
8283 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8284 if( m.has_flag( "SEALED", u.pos() ) ) {
8285 if( m.sees_some_items( u.pos(), u ) ) {
8286 add_msg( m_info, _( "You can't access the items here." ) );
8287 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8288 add_msg( m_info, no_corpse_msg );
8289 } else {
8290 add_msg( m_info, no_knife_msg );
8291 }
8292 return;
8293 }
8294
8295 const item *first_item_without_tools = nullptr;
8296 // Indices of relevant items
8297 std::vector<map_stack::iterator> corpses;
8298 std::vector<map_stack::iterator> disassembles;
8299 std::vector<map_stack::iterator> salvageables;
8300 map_stack items = m.i_at( u.pos() );
8301 const inventory &crafting_inv = u.crafting_inventory();
8302
8303 // TODO: Properly handle different material whitelists
8304 // TODO: Improve quality of this section
8305 auto salvage_filter = []( item it ) {
8306 const auto usable = it.get_usable_item( salvage_string );
8307 return usable != nullptr;
8308 };
8309
8310 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8311 int salvage_tool_index = INT_MIN;
8312 item *salvage_tool = nullptr;
8313 const salvage_actor *salvage_iuse = nullptr;
8314 if( !salvage_tools.empty() ) {
8315 salvage_tool = salvage_tools.front();
8316 salvage_tool_index = u.get_item_position( salvage_tool );
8317 item *usable = salvage_tool->get_usable_item( salvage_string );
8318 salvage_iuse = dynamic_cast<const salvage_actor *>(
8319 usable->get_use( salvage_string )->get_actor_ptr() );
8320 }
8321
8322 // Reserve capacity for each to hold entire item set if necessary to prevent
8323 // reallocations later on
8324 corpses.reserve( items.size() );
8325 salvageables.reserve( items.size() );
8326 disassembles.reserve( items.size() );
8327
8328 // Split into corpses, disassemble-able, and salvageable items
8329 // It's not much additional work to just generate a corpse list and
8330 // clear it later, but does make the splitting process nicer.
8331 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8332 if( it->is_corpse() ) {
8333 corpses.push_back( it );
8334 } else {
8335 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8336 salvageables.push_back( it );
8337 }
8338 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8339 disassembles.push_back( it );
8340 } else if( !first_item_without_tools ) {
8341 first_item_without_tools = &*it;
8342 }
8343 }
8344 }
8345
8346 // Clear corpses if butcher and dissect factors are INT_MIN
8347 if( factor == INT_MIN && factorD == INT_MIN ) {
8348 corpses.clear();
8349 }
8350
8351 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8352 if( factor > INT_MIN || factorD > INT_MIN ) {
8353 add_msg( m_info, no_corpse_msg );
8354 } else {
8355 add_msg( m_info, no_knife_msg );
8356 }
8357
8358 if( first_item_without_tools ) {
8359 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8360 // Just for the "You need x to disassemble y" messages
8361 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8362 if( !ret.success() ) {
8363 add_msg( m_info, "%s", ret.c_str() );
8364 }
8365 }
8366 return;
8367 }
8368
8369 Creature *hostile_critter = is_hostile_very_close();
8370 if( hostile_critter != nullptr ) {
8371 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8372 hostile_critter->disp_name() ) ) {
8373 return;
8374 }
8375 }
8376
8377 // Magic indices for special butcher options
8378 enum : int {
8379 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8380 MULTIBUTCHER,
8381 MULTIDISASSEMBLE_ONE,
8382 MULTIDISASSEMBLE_ALL,
8383 NUM_BUTCHER_ACTIONS
8384 };
8385 // What are we butchering (i.e.. which vector to pick indices from)
8386 enum {
8387 BUTCHER_CORPSE,
8388 BUTCHER_DISASSEMBLE,
8389 BUTCHER_SALVAGE,
8390 BUTCHER_OTHER // For multisalvage etc.
8391 } butcher_select = BUTCHER_CORPSE;
8392 // Index to std::vector of iterators...
8393 int indexer_index = 0;
8394
8395 // Generate the indexed stacks so we can display them nicely
8396 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8397 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8398 // Always ask before cutting up/disassembly, but not before butchery
8399 size_t ret = 0;
8400 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8401 uilist kmenu;
8402 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8403
8404 size_t i = 0;
8405 // Add corpses, disassembleables, and salvagables to the UI
8406 add_corpses( kmenu, corpses, i );
8407 add_disassemblables( kmenu, disassembly_stacks, i );
8408 if( salvage_iuse && !salvageables.empty() ) {
8409 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8410 }
8411
8412 if( corpses.size() > 1 ) {
8413 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8414 }
8415 if( disassembles.size() > 1 ) {
8416 int time_to_disassemble = 0;
8417 int time_to_disassemble_all = 0;
8418 for( const auto &stack : disassembly_stacks ) {
8419 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8420 time_to_disassemble += time;
8421 time_to_disassemble_all += time * stack.second;
8422 }
8423
8424 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8425 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8426 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8427 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8428 }
8429 if( salvage_iuse && salvageables.size() > 1 ) {
8430 int time_to_salvage = 0;
8431 for( const auto &stack : salvage_stacks ) {
8432 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8433 }
8434
8435 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8436 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8437 }
8438
8439 kmenu.query();
8440
8441 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8442 return;
8443 }
8444
8445 ret = static_cast<size_t>( kmenu.ret );
8446 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8447 butcher_select = BUTCHER_OTHER;
8448 indexer_index = ret;
8449 } else if( ret < corpses.size() ) {
8450 butcher_select = BUTCHER_CORPSE;
8451 indexer_index = ret;
8452 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8453 butcher_select = BUTCHER_DISASSEMBLE;
8454 indexer_index = ret - corpses.size();
8455 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8456 butcher_select = BUTCHER_SALVAGE;
8457 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8458 } else {
8459 debugmsg( "Invalid butchery index: %d", ret );
8460 return;
8461 }
8462 }
8463
8464 if( !u.has_morale_to_craft() ) {
8465 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8466 add_msg( m_info,
8467 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8468 } else {
8469 add_msg( m_info,
8470 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8471 }
8472 return;
8473 }
8474 const auto helpers = character_funcs::get_crafting_helpers( u );
8475 for( const npc *np : helpers ) {
8476 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8477 }
8478 switch( butcher_select ) {
8479 case BUTCHER_OTHER:
8480 switch( indexer_index ) {
8481 case MULTISALVAGE:
8482 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8483 break;
8484 case MULTIBUTCHER:
8485 butcher_submenu( corpses );
8486 for( map_stack::iterator &it : corpses ) {
8487 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8488 }
8489 break;
8490 case MULTIDISASSEMBLE_ONE:
8491 crafting::disassemble_all( u, false );
8492 break;
8493 case MULTIDISASSEMBLE_ALL:
8495 break;
8496 default:
8497 debugmsg( "Invalid butchery type: %d", indexer_index );
8498 return;
8499 }
8500 break;
8501 case BUTCHER_CORPSE: {
8502 butcher_submenu( corpses, indexer_index );
8503 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8504 }
8505 break;
8506 case BUTCHER_DISASSEMBLE: {
8507 // Pick index of first item in the disassembly stack
8508 item *const target = &*disassembly_stacks[indexer_index].first;
8510 }
8511 break;
8512 case BUTCHER_SALVAGE: {
8513 if( !salvage_iuse || !salvage_tool ) {
8514 debugmsg( "null salve_iuse or salvage_tool" );
8515 } else {
8516 // Pick index of first item in the salvage stack
8517 item *const target = &*salvage_stacks[indexer_index].first;
8518 item_location item_loc( map_cursor( u.pos() ), target );
8519 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8520 }
8521 }
8522 break;
8523 }
8524}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:246
player_activity activity
Definition: character.h:1541
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2325
bool has_morale_to_craft() const
Definition: crafting.cpp:336
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:554
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9144
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3567
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7969
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7943
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2351
map_stack i_at(const tripoint &p)
Definition: map.cpp:4118
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4764
std::vector< item_location > targets
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:61
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8120
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8078
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8099
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8031
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8066
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
std::vector< npc * > get_crafting_helpers(const Character &who, int max)
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1877
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2061
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2072
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:315
string_id< quality > quality_id
Definition: type_id.h:184

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), character_funcs::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1241 of file game.cpp.

1242{
1243 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1245 return;
1246 }
1247 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1248 const int light_sight_range = u.sight_range( g_light_level );
1249 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1250
1251 // The maximal offset will leave at least this many tiles
1252 // between the PC and the edge of the main window.
1253 static const int border_range = 2;
1254 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1255 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1256
1257 // velocity at or below this results in no offset at all
1258 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1259 // velocity at or above this results in maximal offset
1260 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1262 float velocity = veh->velocity;
1263 rl_vec2d offset = veh->move_vec();
1264 if( !veh->skidding && veh->player_in_control( u ) &&
1265 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1266 // Use the cruise controlled velocity, but only if
1267 // it is not too different from the actual velocity.
1268 // The actual velocity changes too often (see above slowdown).
1269 // Using it makes would make the offset change far too often.
1270 offset = veh->face_vec();
1271 velocity = veh->cruise_velocity;
1272 }
1273 float rel_offset;
1274 if( std::fabs( velocity ) < min_offset_vel ) {
1275 rel_offset = 0;
1276 } else if( std::fabs( velocity ) > max_offset_vel ) {
1277 rel_offset = ( velocity > 0 ) ? 1 : -1;
1278 } else {
1279 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1280 }
1281 // Squeeze into the corners, by making the offset vector longer,
1282 // the PC is still in view as long as both offset.x and
1283 // offset.y are <= 1
1284 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1285 offset.y /= std::fabs( offset.x );
1286 offset.x = ( offset.x > 0 ) ? +1 : -1;
1287 } else if( std::fabs( offset.y ) > 0.2 ) {
1288 offset.x /= std::fabs( offset.y );
1289 offset.y = offset.y > 0 ? +1 : -1;
1290 }
1291 offset.x *= rel_offset;
1292 offset.y *= rel_offset;
1293 offset.x *= max_offset.x;
1294 offset.y *= max_offset.y;
1295 // [ ----@---- ] sight=6
1296 // [ --@------ ] offset=2
1297 // [ -@------# ] offset=3
1298 // can see sights square in every direction, total visible area is
1299 // (2*sight+1)x(2*sight+1), but the window is only
1300 // getmaxx(w_terrain) x getmaxy(w_terrain)
1301 // The area outside of the window is maxoff (sight-getmax/2).
1302 // If that value is <= 0, the whole visible area fits the window.
1303 // don't apply the view offset at all.
1304 // If the offset is > maxoff, only apply at most maxoff, everything
1305 // above leads to invisible area in front of the car.
1306 // It will display (getmax/2+offset) squares in one direction and
1307 // (getmax/2-offset) in the opposite direction (centered on the PC).
1308 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1309 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1310 if( maxoff.x <= 0 ) {
1311 offset.x = 0;
1312 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1313 offset.x = maxoff.x;
1314 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1315 offset.x = -maxoff.x;
1316 }
1317 if( maxoff.y <= 0 ) {
1318 offset.y = 0;
1319 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1320 offset.y = maxoff.y;
1321 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1322 offset.y = -maxoff.y;
1323 }
1324
1325 // Turn the offset into a vector that increments the offset toward the desired position
1326 // instead of setting it there instantly, should smooth out jerkiness.
1327 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1328
1329 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1330 ( offset_difference.y < 0 ) ? -1 : 1 );
1331 // Shift the current offset in the direction of the calculated offset by one tile
1332 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1333 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1334 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1335 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1336 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1337
1338 set_driving_view_offset( point( offset.x, offset.y ) );
1339}
int posz() const override
Definition: character.h:792
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:592
point driving_view_offset
Definition: game.h:997
catacurses::window w_terrain
Definition: game.h:987
void set_driving_view_offset(point p)
Definition: game.cpp:1598
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3539
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:2024
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
int cruise_velocity
Definition: vehicle.h:1945
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1223
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:69
static constexpr point point_zero
Definition: point.h:260
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1700 of file game.cpp.

1701{
1703 if( u.has_distant_destination() ) {
1704 if( cancel_auto_move( u, text ) ) {
1705 return true;
1706 } else {
1708 return false;
1709 }
1710 }
1712 return false;
1713 }
1714 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1715 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1717
1718 const auto &action = query_popup()
1719 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1720 .message( force_uc ?
1721 pgettext( "cancel_activity_or_ignore_query",
1722 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1723 pgettext( "cancel_activity_or_ignore_query",
1724 "<color_light_red>%s %s</color>" ),
1725 text, u.activity.get_stop_phrase() )
1726 .option( "YES", allow_key )
1727 .option( "NO", allow_key )
1728 .option( "MANAGER", allow_key )
1729 .option( "IGNORE", allow_key )
1730 .query()
1731 .action;
1732
1733 if( action == "YES" ) {
1735 return true;
1736 }
1737 if( action == "IGNORE" ) {
1739 for( auto &activity : u.backlog ) {
1740 activity.ignore_distraction( type );
1741 }
1742 }
1743 if( action == "MANAGER" ) {
1746 return true;
1747 }
1748
1751
1752 return false;
1753}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9187
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1542
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1687
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1755 of file game.cpp.

1756{
1758 if( u.has_distant_destination() ) {
1759 if( cancel_auto_move( u, text ) ) {
1760 return true;
1761 } else {
1763 return false;
1764 }
1765 }
1766 if( !u.activity ) {
1767 return false;
1768 }
1769 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1773 return true;
1774 }
1775 return false;
1776}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9219

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1673 of file game.cpp.

1675{
1676 //spawn the corpse, rotten by a part of the duration
1678 catch_duration ) ) );
1679 if( u.sees( pos ) ) {
1680 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1681 }
1682 //quietly kill the caught
1683 fish->no_corpse_quiet = true;
1684 fish->die( p );
1685}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4263
bool no_corpse_quiet
Definition: monster.h:481
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2276
const mtype * type
Definition: monster.h:477
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:380
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 395 of file npctalk.cpp.

396{
397 int volume = u.get_shout_volume();
398
399 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
400 // TODO: Get rid of the z-level check when z-level vision gets "better"
401 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
402 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
403 } );
404 const int available_count = available.size();
405 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
406 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
407 } );
408 const int follower_count = followers.size();
409 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
410 return guy.mission == NPC_MISSION_GUARD_ALLY &&
411 guy.companion_mission_role_id != "FACTION_CAMP" &&
412 guy.can_hear( u.pos(), volume );
413 } );
414 const int guard_count = guards.size();
415
416 if( u.has_trait( trait_PROF_FOODP ) && !( u.is_wearing( itype_id( "foodperson_mask" ) ) ||
417 u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
418 u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
419 return;
420 }
421 std::vector<vehicle *> animal_vehicles;
422 std::vector<vehicle *> following_vehicles;
423 std::vector<vehicle *> magic_vehicles;
424 std::vector<vehicle *> magic_following_vehicles;
425 for( auto &veh : m.get_vehicles() ) {
426 auto &v = veh.v;
427 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( u ) ) {
428 animal_vehicles.push_back( v );
429 if( v->is_following ) {
430 following_vehicles.push_back( v );
431 }
432 }
433 if( v->magic ) {
434 for( const vpart_reference &vp : v->get_all_parts() ) {
435 const vpart_info &vpi = vp.info();
436 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
437 magic_vehicles.push_back( v );
438 if( v->is_following ) {
439 magic_following_vehicles.push_back( v );
440 }
441 break;
442 }
443 }
444 }
445 }
446
447 uilist nmenu;
448 nmenu.text = std::string( _( "What do you want to do?" ) );
449
450 if( !available.empty() ) {
451 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
452 string_format( _( "Talk to %s" ), available.front()->name ) :
453 _( "Talk to…" )
454 );
455 }
456 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
457 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
458 if( !animal_vehicles.empty() ) {
460 _( "Whistle at your animals pulling vehicles to follow you." ) );
461 }
462 if( !magic_vehicles.empty() ) {
464 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
465 }
466 if( !magic_following_vehicles.empty() ) {
468 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
469 }
470 if( !following_vehicles.empty() ) {
472 _( "Whistle at your animals pulling vehicles to stop following you." ) );
473 }
474 if( !guards.empty() ) {
475 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
476 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
477 _( "Tell someone to follow…" )
478 );
479 }
480 if( !followers.empty() ) {
481 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
482 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
483 _( "Tell someone to guard…" )
484 );
485 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
486 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
487 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
488 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
489 _( "Tell everyone on your team to prepare for danger" ) );
490 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
491 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
492 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
493 }
494 std::string message;
495 std::string yell_msg;
496 bool is_order = true;
497 nmenu.query();
498
499 if( nmenu.ret < 0 ) {
500 return;
501 }
502
503 switch( nmenu.ret ) {
504 case NPC_CHAT_TALK: {
505 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
506 if( npcselect < 0 ) {
507 return;
508 }
509 available[npcselect]->talk_to_u();
510 break;
511 }
512 case NPC_CHAT_YELL:
513 is_order = false;
514 message = _( "loudly." );
515 break;
516 case NPC_CHAT_SENTENCE: {
517 std::string popupdesc = _( "Enter a sentence to yell" );
519 popup.title( _( "Yell a sentence" ) )
520 .width( 64 )
521 .description( popupdesc )
522 .identifier( "sentence" )
523 .max_length( 128 )
524 .query();
525 yell_msg = popup.text();
526 is_order = false;
527 break;
528 }
529 case NPC_CHAT_GUARD: {
530 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
531 if( npcselect < 0 ) {
532 return;
533 }
534 if( npcselect == follower_count ) {
535 for( npc *them : followers ) {
537 }
538 yell_msg = _( "Everyone guard here!" );
539 } else {
540 talk_function::assign_guard( *followers[npcselect] );
541 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
542 }
543 break;
544 }
545 case NPC_CHAT_FOLLOW: {
546 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
547 if( npcselect < 0 ) {
548 return;
549 }
550 if( npcselect == guard_count ) {
551 for( npc *them : guards ) {
553 }
554 yell_msg = _( "Everyone follow me!" );
555 } else {
556 talk_function::stop_guard( *guards[npcselect] );
557 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
558 }
559 break;
560 }
561 case NPC_CHAT_AWAKE:
562 for( npc *them : followers ) {
563 talk_function::wake_up( *them );
564 }
565 yell_msg = _( "Stay awake!" );
566 break;
567 case NPC_CHAT_MOUNT:
568 for( npc *them : followers ) {
569 if( them->has_effect( effect_riding ) ) {
570 continue;
571 }
573 }
574 yell_msg = _( "Mount up!" );
575 break;
577 for( npc *them : followers ) {
578 if( them->has_effect( effect_riding ) ) {
579 them->npc_dismount();
580 }
581 }
582 yell_msg = _( "Dismount!" );
583 break;
584 case NPC_CHAT_DANGER:
585 for( npc *them : followers ) {
586 them->rules.set_danger_overrides();
587 }
588 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
589 "and don't open any doors." );
590 break;
592 for( npc *p : followers ) {
594 }
595 yell_msg = _( "As you were." );
596 break;
597 case NPC_CHAT_ORDERS:
598 npc_temp_orders_menu( followers );
599 break;
602 break;
605 break;
608 break;
611 break;
612 default:
613 return;
614 }
615
616 if( !yell_msg.empty() ) {
617 message = string_format( "\"%s\"", yell_msg );
618 }
619 if( !message.empty() ) {
620 add_msg( _( "You yell %s" ), message );
621 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
622 }
623
624 u.moves -= 100;
625}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:566
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7588
bool can_hear(const tripoint &source, int volume) const
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3201
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
int get_shout_volume() const
Definition: character.cpp:7545
int moves
Definition: creature.h:574
std::string companion_mission_role_id
Definition: npc.h:1277
npc_mission mission
Definition: npc.h:1284
bool is_player_ally() const
Definition: npc.cpp:2003
bool is_following() const
Definition: npc.cpp:2034
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:411
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4127
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:150
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:221
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:378
static void tell_veh_stop_following()
Definition: npctalk.cpp:341
static void assign_veh_to_follow()
Definition: npctalk.cpp:352
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:253
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:215
@ NPC_CHAT_YELL
Definition: npctalk.cpp:196
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:199
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:198
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:202
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:204
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:197
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:211
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:203
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:200
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_TALK
Definition: npctalk.cpp:195
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:214
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:362
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), player::add_msg_if_player(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, get_npcs_if(), Character::get_shout_volume(), map::get_vehicles(), vpart_info::has_flag(), Character::has_trait(), npc::is_following(), npc::is_player_ally(), Character::is_wearing(), m, m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 5987 of file game.cpp.

5988{
5989 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
5990}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8526 of file game.cpp.

8527{
8528 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8529 // Already warned player since safe_mode_warning_logged is set.
8530 return false;
8531 }
8532
8533 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8534 if( !msg_ignore.empty() ) {
8535 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8536 // Operate on a wide-char basis to prevent corrupted multi-byte string
8537 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8538 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8539 }
8540
8542 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8543 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8545 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8546 } else {
8548 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8549 }
8551 return false;
8552 }
8553 if( safe_mode != SAFE_MODE_STOP ) {
8554 return true;
8555 }
8556 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8557 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8558 return true;
8559 }
8560 // Monsters around and we don't want to run
8561 std::string spotted_creature_name;
8562 const monster_visible_info &mon_visible = u.get_mon_visible();
8563 const auto &new_seen_mon = mon_visible.new_seen_mon;
8564
8565 if( new_seen_mon.empty() ) {
8566 // naming consistent with code in game::mon_info
8567 spotted_creature_name = _( "a survivor" );
8569 } else {
8570 spotted_creature_name = new_seen_mon.back()->name();
8571 get_safemode().lastmon_whitelist = spotted_creature_name;
8572 }
8573
8574 std::string whitelist;
8575 if( !get_safemode().empty() ) {
8576 whitelist = string_format( _( " or %s to whitelist the monster" ),
8578 }
8579
8580 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8582 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8583 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8585 return false;
8586}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:217
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:219
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:211
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1185
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:226
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 5982 of file game.cpp.

5983{
5984 return zone_manager::get_manager().has( type, m.getabs( where ) );
5985}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 937 of file game.cpp.

938{
939 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
940 // Put (non-hallucinations) into the overmap so they are not lost.
941 for( monster &critter : all_monsters() ) {
942 despawn_monster( critter );
943 }
944 // Reset NPC factions and disposition
946 // Save the factions', missions and set the NPC's overmap coordinates
947 // Npcs are saved in the overmap.
948 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
949 // save artifacts.
951
952 // and the overmap, and the local map.
953 save_maps(); //Omap also contains the npcs who need to be saved.
954 }
955
956 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
957 std::vector<std::string> vRip;
958
959 int iMaxWidth = 0;
960 int iNameLine = 0;
961 int iInfoLine = 0;
962
965 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
966 vRip.emplace_back( " _______ ___" );
967 vRip.emplace_back( " < `/ |" );
968 vRip.emplace_back( " > _ _ (" );
969 vRip.emplace_back( " | |_) | |_) |" );
970 vRip.emplace_back( " | | \\ | | |" );
971 vRip.emplace_back( " ______.__%_| |_________ __" );
972 vRip.emplace_back( " _/ \\| |" );
973 iNameLine = vRip.size();
974 vRip.emplace_back( "| <" );
975 vRip.emplace_back( "| |" );
976 iMaxWidth = utf8_width( vRip.back() );
977 vRip.emplace_back( "| |" );
978 vRip.emplace_back( "|_____.-._____ __/|_________|" );
979 vRip.emplace_back( " | |" );
980 iInfoLine = vRip.size();
981 vRip.emplace_back( " | |" );
982 vRip.emplace_back( " | <" );
983 vRip.emplace_back( " | |" );
984 vRip.emplace_back( " | _ |" );
985 vRip.emplace_back( " |__/ |" );
986 vRip.emplace_back( " % / `--. |%" );
987 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
988 vRip.emplace_back( " `\\%`@| |@@%@%%" );
989 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
990 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
991
992 } else {
993 vRip.emplace_back( " _______ ___" );
994 vRip.emplace_back( " | \\/ |" );
995 vRip.emplace_back( " | |" );
996 vRip.emplace_back( " | |" );
997 iInfoLine = vRip.size();
998 vRip.emplace_back( " | |" );
999 vRip.emplace_back( " | |" );
1000 vRip.emplace_back( " | |" );
1001 vRip.emplace_back( " | |" );
1002 vRip.emplace_back( " | <" );
1003 vRip.emplace_back( " | _ |" );
1004 vRip.emplace_back( " |__/ |" );
1005 vRip.emplace_back( " ______.__%_| |__________ _" );
1006 vRip.emplace_back( " _/ \\| \\" );
1007 iNameLine = vRip.size();
1008 vRip.emplace_back( "| <" );
1009 vRip.emplace_back( "| |" );
1010 iMaxWidth = utf8_width( vRip.back() );
1011 vRip.emplace_back( "| |" );
1012 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1013 vRip.emplace_back( " % / `_-. _ |%" );
1014 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1015 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1016 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1017 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1018 }
1019 } else {
1020 vRip.emplace_back( R"( _________ ____ )" );
1021 vRip.emplace_back( R"( _/ `/ \_ )" );
1022 vRip.emplace_back( R"( _/ _ _ \_. )" );
1023 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1024 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1025 vRip.emplace_back( R"( _/ \_ )" );
1026 vRip.emplace_back( R"(| |)" );
1027 iNameLine = vRip.size();
1028 vRip.emplace_back( R"( ) < )" );
1029 vRip.emplace_back( R"(| |)" );
1030 vRip.emplace_back( R"(| |)" );
1031 vRip.emplace_back( R"(| _ |)" );
1032 vRip.emplace_back( R"(|__/ |)" );
1033 iMaxWidth = utf8_width( vRip.back() );
1034 vRip.emplace_back( R"( / `--. |)" );
1035 vRip.emplace_back( R"(| ( )" );
1036 iInfoLine = vRip.size();
1037 vRip.emplace_back( R"(| |)" );
1038 vRip.emplace_back( R"(| |)" );
1039 vRip.emplace_back( R"(| % . |)" );
1040 vRip.emplace_back( R"(| @` %% |)" );
1041 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1042 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1043 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1044 }
1045
1046 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1047 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1048
1050 point( iOffsetX, iOffsetY ) );
1051 draw_border( w_rip );
1052
1053 sfx::do_player_death_hurt( g->u, true );
1058
1059 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1060 size_t iX = 0;
1061 const char *str = vRip[iY].data();
1062 for( int slen = vRip[iY].size(); slen > 0; ) {
1063 const uint32_t cTemp = UTF8_getch( &str, &slen );
1064 if( cTemp != U' ' ) {
1065 nc_color ncColor = c_light_gray;
1066
1067 if( cTemp == U'%' ) {
1068 ncColor = c_green;
1069
1070 } else if( cTemp == U'_' || cTemp == U'|' ) {
1071 ncColor = c_white;
1072
1073 } else if( cTemp == U'@' ) {
1074 ncColor = c_brown;
1075
1076 } else if( cTemp == U'*' ) {
1077 ncColor = c_red;
1078 }
1079
1080 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1081 cTemp );
1082 }
1083 iX += mk_wcwidth( cTemp );
1084 }
1085 }
1086
1087 std::string sTemp;
1088
1089 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1090
1092 const int minutes = to_minutes<int>( survived ) % 60;
1093 const int hours = to_hours<int>( survived ) % 24;
1094 const int days = to_days<int>( survived );
1095
1096 if( days > 0 ) {
1097 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1098 } else if( hours > 0 ) {
1099 sTemp = string_format( "%dh %dm", hours, minutes );
1100 } else {
1101 sTemp = string_format( "%dm", minutes );
1102 }
1103
1104 center_print( w_rip, iInfoLine++, c_white, sTemp );
1105
1106 const int iTotalKills = get_kill_tracker().monster_kill_count();
1107
1108 sTemp = _( "Kills:" );
1109 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1110 ( sTemp + " " ) );
1111 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1112
1113 sTemp = _( "In memory of:" );
1114 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1116 sTemp );
1117
1118 sTemp = u.name;
1119 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1120 sTemp );
1121
1122 sTemp = _( "Last Words:" );
1123 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1125 sTemp );
1126
1127 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1128 std::string sLastWords = string_input_popup()
1129 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1130 .max_length( iMaxWidth - 4 - 1 )
1131 .query_string();
1132 death_screen();
1133 const bool is_suicide = uquit == QUIT_SUICIDE;
1134 events().send<event_type::game_over>( is_suicide, sLastWords );
1135 // Struck the save_player_data here to forestall Weirdness
1136 std::string char_filename = generate_memorial_filename( u.name );
1137 move_save_to_graveyard( char_filename );
1138 write_memorial_file( char_filename, sLastWords );
1139 memorial().clear();
1140 std::vector<std::string> characters = list_active_saves();
1141 // remove current player from the active characters list, as they are dead
1142 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1143 characters.end(), u.get_save_id() );
1144 if( curchar != characters.end() ) {
1145 characters.erase( curchar );
1146 }
1147
1148 if( characters.empty() ) {
1149 bool queryDelete = false;
1150 bool queryReset = false;
1151
1152 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1153 bool decided = false;
1154 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1155 "will not all reset when starting a new character in an "
1156 "already-played world. This can lead to some strange "
1157 "behavior.\n\n"
1158 "Are you sure you wish to keep this world?"
1159 );
1160
1161 while( !decided ) {
1162 uilist smenu;
1163 smenu.allow_cancel = false;
1164 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1165 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1166 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1167 smenu.query();
1168
1169 switch( smenu.ret ) {
1170 case 0:
1171 queryReset = true;
1172 decided = true;
1173 break;
1174 case 1:
1175 queryDelete = true;
1176 decided = true;
1177 break;
1178 case 2:
1179 decided = query_yn( buffer );
1180 break;
1181 }
1182 }
1183 }
1184
1185 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1186 world_generator->delete_world( world_generator->active_world->world_name, true );
1187
1188 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1189 world_generator->delete_world( world_generator->active_world->world_name, false );
1190 }
1191 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1192 std::string tmpmessage;
1193 for( auto &character : characters ) {
1194 tmpmessage += "\n ";
1195 tmpmessage += character;
1196 }
1197 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1198 }
1199 if( gamemode ) {
1200 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1201 }
1202 }
1203
1204 //Reset any offset due to driving
1206
1207 //clear all sound channels
1213
1214 MAPBUFFER.clear();
1216
1217#if defined(__ANDROID__)
1218 quick_shortcuts_map.clear();
1219#endif
1220 return true;
1221}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1529
std::string get_save_id() const
Definition: avatar.h:88
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2463
bool save_maps()
Definition: game.cpp:2662
std::unique_ptr< special_game > gamemode
Definition: game.h:1055
void death_screen()
Definition: game.cpp:2412
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:11948
bool save_factions_missions_npcs()
Definition: game.cpp:2648
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:10972
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:876
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2761
std::vector< std::string > list_active_saves()
Returns a list of currently active character saves.
Definition: game.cpp:2746
bool save_artifacts()
Definition: game.cpp:2656
memorial_logger & memorial()
Definition: game.cpp:2711
void reset_npc_dispositions()
Definition: game.cpp:2620
int monster_kill_count() const
void clear()
Delete all buffered submaps.
Definition: mapbuffer.cpp:45
string_input_popup & window(const catacurses::window &w, point start, int endx)
Set the window area where to display the input text.
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:910
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
std::unique_ptr< game > g
Definition: game.cpp:281
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1616
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1615
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, point p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2081
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void mvwputch(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:477
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2089
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
overmapbuffer overmap_buffer
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), mapbuffer::clear(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), avatar::get_save_id(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_saves(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4015 of file game.cpp.

4016{
4017 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4018 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4019 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4020
4021 bool npc_is_dead = false;
4022 // can't use all_npcs as that does not include dead ones
4023 for( const auto &n : active_npc ) {
4024 if( n->is_dead() ) {
4025 n->die( nullptr ); // make sure this has been called to create corpses etc.
4026 npc_is_dead = true;
4027 }
4028 }
4029
4030 if( monster_is_dead ) {
4031 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4032 critter_tracker->remove_dead();
4033 }
4034
4035 if( npc_is_dead ) {
4036 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4037 if( ( *it )->is_dead() ) {
4038 remove_npc_follower( ( *it )->getID() );
4039 overmap_buffer.remove_npc( ( *it )->getID() );
4040 it = active_npc.erase( it );
4041 } else {
4042 it++;
4043 }
4044 }
4045 }
4046
4047 critter_died = false;
4048}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1880
pimpl< Creature_tracker > critter_tracker
Definition: game.h:973
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1037
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1049
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4692 of file game.cpp.

4693{
4694 critter_tracker->clear();
4695}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5136 of file game.cpp.

5137{
5138 static const itype_id fuel_type_animal( "animal" );
5139 int veh_part = -1;
5140 vehicle *veh = remoteveh();
5141 if( veh == nullptr ) {
5142 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5143 veh = &vp->vehicle();
5144 veh_part = vp->part_index();
5145 }
5146 }
5147 if( veh != nullptr && veh->player_in_control( u ) &&
5148 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5149 veh->use_controls( u.pos() );
5150 } else if( veh && veh->player_in_control( u ) &&
5151 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5152 u.controlling_vehicle = false;
5153 add_msg( m_info, _( "You let go of the reins." ) );
5154 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5155 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5156 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5157 u.in_vehicle ) {
5158 if( u.has_trait( trait_WAYFARER ) ) {
5159 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5160 return;
5161 }
5162 if( !veh->interact_vehicle_locked() ) {
5163 veh->handle_potential_theft( u );
5164 return;
5165 }
5166 if( veh->engine_on ) {
5167 if( !veh->handle_potential_theft( u ) ) {
5168 return;
5169 }
5170 u.controlling_vehicle = true;
5171 add_msg( _( "You take control of the %s." ), veh->name );
5172 } else {
5173 if( !veh->handle_potential_theft( u ) ) {
5174 return;
5175 }
5176 veh->start_engines( true );
5177 }
5178 } else { // Start looking for nearby vehicle controls.
5179 int num_valid_controls = 0;
5180 std::optional<tripoint> vehicle_position;
5181 std::optional<vpart_reference> vehicle_controls;
5182 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5183 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5184 const std::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5185 if( controls ) {
5186 num_valid_controls++;
5187 vehicle_position = elem;
5188 vehicle_controls = controls;
5189 }
5190 }
5191 }
5192 if( num_valid_controls < 1 ) {
5193 add_msg( _( "No vehicle controls found." ) );
5194 return;
5195 } else if( num_valid_controls > 1 ) {
5196 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5197 if( !vehicle_position ) {
5198 return;
5199 }
5200 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5201 if( vp ) {
5202 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5203 if( !vehicle_controls ) {
5204 add_msg( _( "The vehicle doesn't have controls there." ) );
5205 return;
5206 }
5207 } else {
5208 add_msg( _( "No vehicle there." ) );
5209 return;
5210 }
5211 }
5212 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5213 if( vehicle_controls ) {
5214 veh = &vehicle_controls->vehicle();
5215 if( !veh->handle_potential_theft( u ) ) {
5216 return;
5217 }
5218 veh->use_controls( *vehicle_position );
5219 //May be folded up (destroyed), so need to re-get it
5220 veh = g->remoteveh();
5221 }
5222 }
5223 if( veh ) {
5224 // If we reached here, we gained control of a vehicle.
5225 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5226 for( const tripoint &target : veh->get_points() ) {
5227 u.clear_memorized_tile( m.getabs( target ) );
5228 }
5229 veh->is_following = false;
5230 veh->is_patrolling = false;
5231 veh->autopilot_on = false;
5232 veh->is_autodriving = false;
5233 }
5234}
std::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
bool in_vehicle
Definition: character.h:1536
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:168
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2248
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8647
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1067
Simple wrapper to forward functions that may return a std::optional to vpart_position.
std::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
bool engine_on
Definition: vehicle.h:2014
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6762
std::string name
Definition: vehicle.h:1874
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1032
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2546
bool autopilot_on
Definition: vehicle.h:2022
bool is_autodriving
Definition: vehicle.h:2007
bool handle_potential_theft(avatar &you, bool check_only=false, bool prompt=true)
Handle potential vehicle theft.
Definition: vehicle.cpp:4388
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, optional_vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 2898 of file game.cpp.

2899{
2901 if( !ui ) {
2902 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
2903 ui->on_redraw( []( const ui_adaptor & ) {
2904 g->draw();
2905 } );
2906 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
2907 // remove some space for the sidebar, this is the maximal space
2908 // (using standard font) that the terrain window can have
2909 const int sidebar_left = panel_manager::get_manager().get_width_left();
2910 const int sidebar_right = panel_manager::get_manager().get_width_right();
2911
2913 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
2916
2917 /**
2918 * In tiles mode w_terrain can have a different font (with a different
2919 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
2920 * might have a different dimension then the normal font used everywhere else.
2921 *
2922 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
2923 * be displayed in w_terrain (using it's specific tile dimension), not
2924 * including partially drawn squares at the right/bottom. You should
2925 * use it whenever you want to draw specific squares in that window or to
2926 * determine whether a specific square is draw on screen (or outside the screen
2927 * and needs scrolling).
2928 *
2929 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
2930 * w_terrain in the standard font dimension (the font that everything else uses).
2931 * You usually don't have to use it, expect for positioning of windows,
2932 * because the window positions use the standard font dimension.
2933 *
2934 * The code here calculates size available for w_terrain, caps it at
2935 * max_view_size (the maximal view range than any character can have at
2936 * any time).
2937 * It is stored in TERRAIN_WINDOW_*.
2938 */
2940
2941 // Position of the player in the terrain window, it is always in the center
2944
2946 point( sidebar_left, 0 ) );
2947
2948 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
2950
2951 // need to init in order to avoid crash. gets updated by the panel code.
2953
2954 ui.position_from_window( catacurses::stdscr );
2955 } );
2956 ui->mark_resize();
2957 }
2958 return ui;
2959}
catacurses::window w_pixel_minimap
Definition: game.h:991
catacurses::window w_minimap_ptr
Definition: game.h:1028
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1074
catacurses::window w_minimap
Definition: game.h:990
catacurses::window w_terrain_ptr
Definition: game.h:1027
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2175
int get_width_left()
Definition: panels.cpp:2183
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
Definition: overmap_ui.h:17
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 881 of file game.cpp.

882{
883 if( !get_option<bool>( "STATIC_NPC" ) ||
884 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
885 return; //Do not generate a starting npc.
886 }
887
888 //We don't want more than one starting npc per starting location
889 const int radius = 1;
890 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
891 return; //There is already an NPC in this starting location
892 }
893
894 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
895 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
896 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
898 tmp->form_opinion( u );
899 tmp->set_attitude( NPCATT_NULL );
900 //This sets the NPC mission. This NPC remains in the starting location.
901 tmp->mission = NPC_MISSION_SHELTER;
902 tmp->chatbin.first_topic = "TALK_SHELTER";
903 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
904 tmp->set_fac( faction_id( "no_faction" ) );
905 //One random starting NPC mission
906 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
907 tmp->getID() ) );
908}
int get_levy() const
Definition: game.cpp:11838
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11833
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:144
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:265
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4497 of file game.cpp.

4498{
4499 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4500 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4501 return nullptr;
4502 }
4503 // if we wanted to check for an NPC / player / avatar,
4504 // there is sometimes a monster AND an NPC/player there at the same time.
4505 // because the NPC/player etc may be riding that monster.
4506 // so only return the monster if we were actually looking for a monster.
4507 // otherwise, keep looking for the rider.
4508 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4509 // which is ok for the occasions where that happens.
4510 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4511 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4512 std::is_same<T, const Creature>::value ) ) {
4513 return dynamic_cast<T *>( mon_ptr.get() );
4514 }
4515 }
4516 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4517 if( p == u.pos() ) {
4518 return dynamic_cast<T *>( &u );
4519 }
4520 }
4521 for( auto &cur_npc : active_npc ) {
4522 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4523 return dynamic_cast<T *>( cur_npc.get() );
4524 }
4525 }
4526 return nullptr;
4527}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4530 of file game.cpp.

4531{
4532 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4533}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4576 of file game.cpp.

4577{
4578 if( id == u.getID() ) {
4579 // player is always alive, therefore no is-dead check
4580 return dynamic_cast<T *>( &u );
4581 }
4582 return find_npc( id );
4583}
character_id getID() const
Definition: character.cpp:483
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1869

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2412 of file game.cpp.

2413{
2414 gamemode->game_over();
2419 follower_ids.clear();
2421}
diary * get_avatar_diary()
Definition: avatar.cpp:369
void death_entry()
Definition: diary.cpp:672
stats_tracker & stats()
Definition: game.cpp:2706
void disp_NPC_epilogues()
Definition: game.cpp:2785
void display_faction_epilogues()
Definition: game.cpp:2802
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 10972 of file game.cpp.

10973{
10974 if( !critter.is_hallucination() ) {
10975 // hallucinations aren't stored, they come and go as they like,
10977 }
10978
10979 critter.on_unload();
10980 remove_zombie( critter );
10981 // simulate it being dead so further processing of it (e.g. in monmove) will yield
10982 critter.set_hp( 0 );
10983}
void remove_zombie(const monster &critter)
Definition: game.cpp:4687
bool is_hallucination() const override
Definition: monster.cpp:2681
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3008
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1664
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8594 of file game.cpp.

8595{
8596 monster *const mon_ptr = critter_at<monster>( p );
8597 if( !mon_ptr ) {
8598 return false;
8599 }
8600 monster &critter = *mon_ptr;
8601 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8602 critter.has_flag( MF_RIDEABLE_MECH ) ||
8603 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8604 // Can only disable / reprogram friendly monsters
8605 return false;
8606 }
8607 const auto mid = critter.type->id;
8608 const auto mon_item_id = critter.type->revert_to_itype;
8609 if( !mon_item_id.is_empty() &&
8610 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8611
8612 u.moves -= 100;
8613 m.add_item_or_charges( p, critter.to_item() );
8614 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8615 for( auto &ammodef : critter.ammo ) {
8616 if( ammodef.second > 0 ) {
8617 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8618 }
8619 }
8620 }
8621 remove_zombie( critter );
8622 return true;
8623 }
8624 // Manhacks are special, they have their own menu here.
8625 if( mid == mon_manhack ) {
8626 int choice = UILIST_CANCEL;
8627 if( critter.has_effect( effect_docile ) ) {
8628 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8629 } else {
8630 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8631 }
8632 switch( choice ) {
8633 case 0:
8634 if( critter.has_effect( effect_docile ) ) {
8635 critter.remove_effect( effect_docile );
8636 if( one_in( 3 ) ) {
8637 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8638 critter.name() );
8639 }
8640 } else {
8641 critter.add_effect( effect_docile, 1_turns, num_bp );
8642 if( one_in( 3 ) ) {
8643 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8644 critter.name() );
8645 }
8646 }
8647 u.moves -= 100;
8648 return true;
8649 default:
8650 break;
8651 }
8652 }
8653 return false;
8654}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1142
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4222
bool has_flag(m_flag f) const override
Definition: monster.cpp:898
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2821
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1840
int friendly
Definition: monster.h:470
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:511
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:206
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2785 of file game.cpp.

2786{
2787 // TODO: This search needs to be expanded to all NPCs
2788 for( auto elem : follower_ids ) {
2790 if( !guy ) {
2791 continue;
2792 }
2793 const auto new_win = []() {
2795 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2796 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2797 };
2798 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2799 }
2800}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2836 of file game.cpp.

2837{
2838 const tripoint_abs_omt ppos = u.global_omt_location();
2839 const tripoint &lpos = u.pos();
2840 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2841 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2842
2844 ui_adaptor ui;
2845 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2848 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2849 ui.position_from_window( w );
2850 } );
2851 ui.mark_resize();
2852 ui.on_redraw( [&]( const ui_adaptor & ) {
2853 werase( w );
2854 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
2855 // NOLINTNEXTLINE(cata-use-named-point-constants)
2856 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
2857 size_t i;
2858 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
2859 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
2860 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
2861 apos.to_string() );
2862 }
2863 for( const monster &m : all_monsters() ) {
2864 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
2865 m.posx(), m.posy(), m.posz() );
2866 ++i;
2867 }
2868 wnoutrefresh( w );
2869 } );
2870
2871 input_context ctxt( "DISP_NPCS" );
2872 ctxt.register_action( "CONFIRM" );
2873 ctxt.register_action( "QUIT" );
2874 ctxt.register_action( "HELP_KEYBINDINGS" );
2875 bool stop = false;
2876 while( !stop ) {
2878 const std::string action = ctxt.handle_input();
2879 if( action == "CONFIRM" || action == "QUIT" ) {
2880 stop = true;
2881 }
2882 }
2883}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6230
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1383
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:34

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2802 of file game.cpp.

2803{
2804 for( const auto &elem : faction_manager_ptr->all() ) {
2805 if( elem.second.known_by_u ) {
2806 const std::vector<std::string> epilogue = elem.second.epilogue();
2807 if( !epilogue.empty() ) {
2808 const auto new_win = []() {
2810 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2811 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2812 };
2813 scrollable_text( new_win, elem.second.name,
2814 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2815 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2816 return lhs + "\n" + rhs;
2817 } ) );
2818 }
2819 }
2820 }
2821}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:974

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11183 of file game.cpp.

11184{
11185 if( use_tiles ) {
11187 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11188 return;
11189 }
11190 uilist lighting_menu;
11191 std::vector<std::string> lighting_menu_strings{
11192 "Global lighting conditions"
11193 };
11194
11195 int count = 0;
11196 for( const auto &menu_str : lighting_menu_strings ) {
11197 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11198 }
11199
11200 lighting_menu.w_y_setup = 0;
11201 lighting_menu.query();
11202 if( ( lighting_menu.ret >= 0 ) &&
11203 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11204 g->displaying_lighting_condition = lighting_menu.ret;
11205 }
11206 }
11207}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11079
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11074 of file game.cpp.

11075{
11077}
std::optional< action_id > displaying_overlays
Definition: game.h:919

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11209 of file game.cpp.

11210{
11211 if( use_tiles ) {
11213 }
11214}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11088 of file game.cpp.

11089{
11090 if( use_tiles ) {
11092 } else {
11093 int div;
11094 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11095 if( !got_value || div < 1 ) {
11096 add_msg( _( "Never mind." ) );
11097 return;
11098 }
11099 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11100 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11101 } );
11102 g->add_draw_callback( scent_cb );
11103
11106 }
11107}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:233
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11109 of file game.cpp.

11110{
11111 if( use_tiles ) {
11113 }
11114}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11079 of file game.cpp.

11080{
11081 if( display_overlay_state( action ) ) {
11082 displaying_overlays.reset();
11083 } else {
11085 }
11086}
bool display_overlay_state(action_id)
Definition: game.cpp:11074

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11216 of file game.cpp.

11217{
11218 if( use_tiles ) {
11220 }
11221}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11116 of file game.cpp.

11117{
11118 if( use_tiles ) {
11120 }
11121}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11123 of file game.cpp.

11124{
11125 if( use_tiles ) {
11128 std::vector< tripoint > locations;
11129 uilist creature_menu;
11130 int num_creatures = 0;
11131 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11132 locations.emplace_back( g->u.pos() ); // add player first.
11133 for( const Creature &critter : g->all_creatures() ) {
11134 if( critter.is_player() ) {
11135 continue;
11136 }
11137 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11138 locations.emplace_back( critter.pos() );
11139 }
11140
11141 pointmenu_cb callback( locations );
11142 creature_menu.callback = &callback;
11143 creature_menu.w_y_setup = 0;
11144 creature_menu.query();
11145 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11146 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11148 }
11149 } else {
11151 }
11152 }
11153}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4677
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1010
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1343 of file game.cpp.

1344{
1345 if( is_game_over() ) {
1346 return cleanup_at_end();
1347 }
1348 // Actual stuff
1349 if( new_game ) {
1350 new_game = false;
1351 } else {
1352 gamemode->per_turn();
1353 calendar::turn += 1_turns;
1354 }
1355
1356 // starting a new turn, clear out temperature cache
1358 weather.clear_temp_cache();
1359
1360 if( npcs_dirty ) {
1361 load_npcs();
1362 }
1363
1366 // If controlling a vehicle that is owned by someone else
1368 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1369 if( veh && !veh->handle_potential_theft( u, true ) ) {
1370 veh->handle_potential_theft( u, false, false );
1371 }
1372 }
1373 // If riding a horse - chance to spook
1374 if( u.is_mounted() ) {
1376 }
1377 if( calendar::once_every( 1_days ) ) {
1379 }
1380
1381 // Move hordes every 2.5 min
1384 // Hordes that reached the reality bubble need to spawn,
1385 // make them spawn in invisible areas only.
1386 m.spawn_monsters( false );
1387 }
1388
1390
1391 u.update_body();
1392
1393 // Auto-save if autosave is enabled
1394 if( get_option<bool>( "AUTOSAVE" ) &&
1395 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1396 !u.is_dead_state() ) {
1397 autosave();
1398 }
1399
1400 weather.update_weather();
1402
1406 // Process NPC sound events before they move or they hear themselves talking
1407 for( npc &guy : all_npcs() ) {
1408 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1410 }
1411 }
1412
1413 // Process sound events into sound markers for display to the player.
1415
1416 if( u.is_deaf() ) {
1418 }
1419
1420 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1421 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1422 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1423 cleanup_dead();
1425 // Process any new sounds the player caused during their turn.
1426 for( npc &guy : all_npcs() ) {
1427 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1429 }
1430 }
1433 wait_popup.reset();
1435 }
1436
1437 if( queue_screenshot ) {
1441 queue_screenshot = false;
1442 }
1443
1444 if( handle_action() ) {
1446 u.action_taken();
1447 }
1448
1449 if( is_game_over() ) {
1450 return cleanup_at_end();
1451 }
1452
1453 if( uquit == QUIT_WATCH ) {
1454 break;
1455 }
1456 if( u.activity ) {
1458 }
1459 }
1460 // Reset displayed sound markers now that the turn is over.
1461 // We only want this to happen if the player had a chance to examine the sounds.
1463 }
1464 }
1465
1466 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1467 // Still have a view offset, but might not be driving anymore,
1468 // or the option has been deactivated,
1469 // might also happen when someone dives from a moving car.
1470 // or when using the handbrake.
1471 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1472 calc_driving_offset( veh );
1473 }
1474
1475 // No-scent debug mutation has to be processed here or else it takes time to start working
1476 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1477 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1480 }
1481 scent.update( u.pos(), m );
1482
1483 // We need floor cache before checking falling 'n stuff
1485
1488 m.vehmove();
1489 m.process_fields();
1490 m.process_items();
1493
1494 // Apply sounds from previous turn to monster and NPC AI.
1496 // Update vision caches for monsters. If this turns out to be expensive,
1497 // consider a stripped down cache just for monsters.
1498 m.build_map_cache( get_levz(), true );
1499 monmove();
1500 if( calendar::once_every( 5_minutes ) ) {
1502 }
1503 if( calendar::once_every( 10_seconds ) ) {
1504 for( const tripoint &elem : m.get_furn_field_locations() ) {
1505 const auto &furn = m.furn( elem ).obj();
1506 for( const emit_id &e : furn.emissions ) {
1507 m.emit_field( elem, e );
1508 }
1509 }
1510 }
1513 u.process_turn();
1514
1516 cleanup_dead();
1517
1518 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1521 }
1522
1523 if( get_levz() >= 0 && !u.is_underwater() ) {
1524 handle_weather_effects( weather.weather_id );
1525 }
1526
1527 const bool player_is_sleeping = u.has_effect( effect_sleep );
1528 bool wait_redraw = false;
1529 std::string wait_message;
1530 time_duration wait_refresh_rate;
1531 if( player_is_sleeping ) {
1532 wait_redraw = true;
1533 wait_message = _( "Wait till you wake up…" );
1534 wait_refresh_rate = 30_minutes;
1535 if( calendar::once_every( 1_hours ) ) {
1537 }
1538 } else if( u.has_destination() ) {
1539 wait_redraw = true;
1540 wait_message = _( "Travelling…" );
1541 wait_refresh_rate = 15_turns;
1542 } else if( const std::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1543 wait_redraw = true;
1544 wait_message = *progress;
1545 if( u.activity.id() == ACT_AUTODRIVE ) {
1546 wait_refresh_rate = 1_turns;
1547 } else {
1548 wait_refresh_rate = 5_minutes;
1549 }
1550 }
1551 if( wait_redraw ) {
1553 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1554 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1556 }
1557
1558 // Avoid redrawing the main UI every time due to invalidation
1560 wait_popup = std::make_unique<static_popup>();
1561 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1565 }
1566 } else {
1567 // Nothing to wait for now
1568 wait_popup.reset();
1570 }
1571
1574 u.apply_wetness_morale( weather.temperature );
1575
1576 if( calendar::once_every( 1_minutes ) ) {
1577 u.update_morale();
1578 }
1579
1580 if( calendar::once_every( 9_turns ) ) {
1582 }
1583
1584 if( !u.is_deaf() ) {
1586 }
1591
1592 // reset player noise
1593 u.volume = 0;
1594
1595 return false;
1596}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:8955
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:798
bool check_mount_is_spooked()
Definition: character.cpp:1023
void process_turn() override
Handles end-of-turn processing.
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5179
bool is_mounted() const
Definition: character.cpp:1064
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8714
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:488
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9082
bool is_deaf() const
Definition: character.cpp:4474
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4653
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1805
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1809
virtual bool is_underwater() const
Definition: creature.cpp:170
int get_levz() const
Definition: game.cpp:11843
void overmap_npc_move()
Definition: game.cpp:4176
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:11953
void monmove()
Definition: game.cpp:4050
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1661
void add_artifact_dreams()
Definition: game.cpp:11785
int moves_since_last_save
Definition: game.h:1040
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7113
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1241
bool cleanup_at_end()
Definition: game.cpp:937
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1076
bool queue_screenshot
Definition: game.h:1019
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11274
void process_activity()
Definition: game.cpp:1650
void update_stair_monsters()
Definition: game.cpp:10763
void process_voluntary_act_interrupt()
Definition: game.cpp:1610
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:806
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1047
void cleanup_dead()
Definition: game.cpp:4015
bool is_game_over()
Definition: game.cpp:2365
void perhaps_add_random_npc()
Definition: game.cpp:11010
void mon_info_update()
Definition: game.cpp:3814
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8092
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2332
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7789
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7748
void vehmove()
Definition: map.cpp:472
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1562
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1406
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8258
void process_items()
Definition: map.cpp:4608
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
std::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
int volume
Definition: player.h:236
int scent
Definition: player.h:245
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
void update_body_wetness(Character &who, const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1261
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1612
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1607
void do_danger_music()
Definition: sounds.cpp:1611
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1613
void do_fatigue()
Definition: sounds.cpp:1632
void remove_hearing_loss()
Definition: sounds.cpp:1608
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), Character::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), Character::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), character_funcs::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3073 of file game.cpp.

3074{
3075 if( test_mode ) {
3076 return;
3077 }
3078
3079 //temporary fix for updating visibility for minimap
3080 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3083
3084 werase( w_terrain );
3085 draw_ter();
3086 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3087 shared_ptr_fast<draw_callback_t> cb = it->lock();
3088 if( cb ) {
3089 ( *cb )();
3090 ++it;
3091 } else {
3092 it = draw_callbacks.erase( it );
3093 }
3094 }
3096
3097 draw_panels( true );
3098}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:986
void draw_panels(bool force_draw=false)
Definition: game.cpp:3100
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3214
void update_visibility_cache(int zlev)
Definition: map.cpp:5637
int z
Definition: point.h:138

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 963 of file animation.cpp.

964{
965}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 518 of file animation.cpp.

520{
521 draw_bullet_curses( m, t, bullet, &trajectory[i] );
522}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:459
std::vector< tripoint > trajectory
Definition: ranged.h:37

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3196 of file game.cpp.

3197{
3198 draw_critter_internal( w_terrain, critter, center, false, m, u );
3199}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3163

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3201 of file game.cpp.

3202{
3203 draw_critter_internal( w_terrain, critter, center, true, m, u );
3204}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 724 of file animation.cpp.

725{
726 const tripoint rp = relative_view_pos( *this, p );
727 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
728}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:127
void mvwputch_inv(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 919 of file animation.cpp.

920{
921}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 880 of file animation.cpp.

881{
882}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 893 of file animation.cpp.

894{
895}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 737 of file animation.cpp.

738{
739 // Do nothing
740}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 581 of file animation.cpp.

582{
583 draw_hit_mon_curses( p, m, u, dead );
584}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:552

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 626 of file animation.cpp.

627{
628 draw_hit_player_curses( *this, p, dam );
629}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:589

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 933 of file animation.cpp.

935{
936}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 710 of file animation.cpp.

711{
712 draw_line_curses( *this, points );
713}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:690

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 677 of file animation.cpp.

679{
680 if( !u.sees( p ) ) {
681 return;
682 }
683
684 draw_line_curses( *this, center, points, noreveal );
685}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5645 of file game.cpp.

5646{
5647 if( !liveview.is_enabled() ) {
5648#if defined( TILES )
5649 if( is_draw_tiles_mode() ) {
5650 draw_cursor( lp );
5651 return;
5652 }
5653#endif
5654 const tripoint view_center = u.pos() + u.view_offset;
5655 visibility_type visibility = VIS_HIDDEN;
5656 const bool inbounds = m.inbounds( lp );
5657 if( inbounds ) {
5658 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5659 }
5660 if( visibility == VIS_CLEAR ) {
5661 const Creature *const creature = critter_at( lp, true );
5662 if( creature != nullptr && u.sees( *creature ) ) {
5663 creature->draw( w_terrain, view_center, true );
5664 } else {
5665 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5666 }
5667 } else {
5668 std::string visibility_indicator;
5669 nc_color visibility_indicator_color = c_white;
5670 switch( visibility ) {
5671 case VIS_CLEAR:
5672 // Already handled by the outer if statement
5673 break;
5674 case VIS_BOOMER:
5675 case VIS_BOOMER_DARK:
5676 visibility_indicator = '#';
5677 visibility_indicator_color = c_pink;
5678 break;
5679 case VIS_DARK:
5680 visibility_indicator = '#';
5681 visibility_indicator_color = c_dark_gray;
5682 break;
5683 case VIS_LIT:
5684 visibility_indicator = '#';
5685 visibility_indicator_color = c_light_gray;
5686 break;
5687 case VIS_HIDDEN:
5688 visibility_indicator = 'x';
5689 visibility_indicator_color = c_white;
5690 break;
5691 }
5692
5693 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5694 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5695 }
5696 }
5697}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:724
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4497
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7799
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5691
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:764
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5869
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2075
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3274 of file game.cpp.

3275{
3276
3277 // Draw the box
3278 werase( w_minimap );
3280
3281 const tripoint_abs_omt curs = u.global_omt_location();
3282 const point_abs_omt curs2( curs.xy() );
3284 bool drew_mission = targ == overmap::invalid_tripoint;
3285
3286 for( int i = -2; i <= 2; i++ ) {
3287 for( int j = -2; j <= 2; j++ ) {
3288 const point_abs_omt om( curs2 + point( i, j ) );
3289 nc_color ter_color;
3290 tripoint_abs_omt omp( om, get_levz() );
3291 std::string ter_sym;
3292 const bool seen = overmap_buffer.seen( omp );
3293 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3294 if( overmap_buffer.has_note( omp ) ) {
3295
3296 const std::string &note_text = overmap_buffer.note( omp );
3297
3298 ter_color = c_yellow;
3299 ter_sym = "N";
3300
3301 int symbolIndex = note_text.find( ':' );
3302 int colorIndex = note_text.find( ';' );
3303
3304 bool symbolFirst = symbolIndex < colorIndex;
3305
3306 if( colorIndex > -1 && symbolIndex > -1 ) {
3307 if( symbolFirst ) {
3308 if( colorIndex > 4 ) {
3309 colorIndex = -1;
3310 }
3311 if( symbolIndex > 1 ) {
3312 symbolIndex = -1;
3313 colorIndex = -1;
3314 }
3315 } else {
3316 if( symbolIndex > 4 ) {
3317 symbolIndex = -1;
3318 }
3319 if( colorIndex > 2 ) {
3320 colorIndex = -1;
3321 }
3322 }
3323 } else if( colorIndex > 2 ) {
3324 colorIndex = -1;
3325 } else if( symbolIndex > 1 ) {
3326 symbolIndex = -1;
3327 }
3328
3329 if( symbolIndex > -1 ) {
3330 int symbolStart = 0;
3331 if( colorIndex > -1 && !symbolFirst ) {
3332 symbolStart = colorIndex + 1;
3333 }
3334 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3335 }
3336
3337 if( colorIndex > -1 ) {
3338
3339 int colorStart = 0;
3340
3341 if( symbolIndex > -1 && symbolFirst ) {
3342 colorStart = symbolIndex + 1;
3343 }
3344
3345 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3346
3347 if( sym.length() == 2 ) {
3348 if( sym == "br" ) {
3349 ter_color = c_brown;
3350 } else if( sym == "lg" ) {
3351 ter_color = c_light_gray;
3352 } else if( sym == "dg" ) {
3353 ter_color = c_dark_gray;
3354 }
3355 } else {
3356 char colorID = sym.c_str()[0];
3357 if( colorID == 'r' ) {
3358 ter_color = c_light_red;
3359 } else if( colorID == 'R' ) {
3360 ter_color = c_red;
3361 } else if( colorID == 'g' ) {
3362 ter_color = c_light_green;
3363 } else if( colorID == 'G' ) {
3364 ter_color = c_green;
3365 } else if( colorID == 'b' ) {
3366 ter_color = c_light_blue;
3367 } else if( colorID == 'B' ) {
3368 ter_color = c_blue;
3369 } else if( colorID == 'W' ) {
3370 ter_color = c_white;
3371 } else if( colorID == 'C' ) {
3372 ter_color = c_cyan;
3373 } else if( colorID == 'c' ) {
3374 ter_color = c_light_cyan;
3375 } else if( colorID == 'P' ) {
3376 ter_color = c_pink;
3377 } else if( colorID == 'm' ) {
3378 ter_color = c_magenta;
3379 }
3380 }
3381 }
3382 } else if( !seen ) {
3383 ter_sym = " ";
3384 ter_color = c_black;
3385 } else if( vehicle_here ) {
3386 ter_color = c_cyan;
3387 ter_sym = "c";
3388 } else {
3389 const oter_id &cur_ter = overmap_buffer.ter( omp );
3390 ter_sym = cur_ter->get_symbol();
3391 if( overmap_buffer.is_explored( omp ) ) {
3392 ter_color = c_dark_gray;
3393 } else {
3394 ter_color = cur_ter->get_color();
3395 }
3396 }
3397 if( !drew_mission && targ.xy() == omp.xy() ) {
3398 // If there is a mission target, and it's not on the same
3399 // overmap terrain as the player character, mark it.
3400 // TODO: Inform player if the mission is above or below
3401 drew_mission = true;
3402 if( i != 0 || j != 0 ) {
3403 ter_color = red_background( ter_color );
3404 }
3405 }
3406 if( i == 0 && j == 0 ) {
3407 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3408 } else {
3409 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3410 }
3411 }
3412 }
3413
3414 // Print arrow to mission if we have one!
3415 if( !drew_mission ) {
3416 double slope = curs2.x() != targ.x() ?
3417 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3418
3419 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3420 if( targ.y() > curs2.y() ) {
3421 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3422 } else {
3423 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3424 }
3425 } else {
3426 int arrowx = -1;
3427 int arrowy = -1;
3428 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3429 arrowy = targ.y() > curs2.y() ? 6 : 0;
3430 arrowx =
3431 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3432 if( arrowx < 0 ) {
3433 arrowx = 0;
3434 }
3435 if( arrowx > 6 ) {
3436 arrowx = 6;
3437 }
3438 } else {
3439 arrowx = targ.x() > curs2.x() ? 6 : 0;
3440 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3441 if( arrowy < 0 ) {
3442 arrowy = 0;
3443 }
3444 if( arrowy > 6 ) {
3445 arrowy = 6;
3446 }
3447 }
3448 char glyph = '*';
3449 if( targ.z() > u.posz() ) {
3450 glyph = '^';
3451 } else if( targ.z() < u.posz() ) {
3452 glyph = 'v';
3453 }
3454
3455 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3456 }
3457 }
3458
3459 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3460 for( int i = -3; i <= 3; i++ ) {
3461 for( int j = -3; j <= 3; j++ ) {
3462 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3463 continue; // only do hordes on the border, skip inner map
3464 }
3465 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3467 if( overmap_buffer.seen( omp )
3468 && g->u.overmap_los( omp, sight_points ) ) {
3469 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3470 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3471 }
3472 }
3473 }
3474 }
3475
3477}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:206
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 977 of file animation.cpp.

979{
980}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3100 of file game.cpp.

3101{
3102 static int previous_turn = -1;
3103 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3104 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3105 auto &mgr = panel_manager::get_manager();
3106 int y = 0;
3107 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3108 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3109 int log_height = 0;
3110 for( const window_panel &panel : mgr.get_current_layout() ) {
3111 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3112 log_height += panel.get_height() + spacer;
3113 }
3114 }
3115 log_height = std::max( TERMY - log_height, 3 );
3116 for( const window_panel &panel : mgr.get_current_layout() ) {
3117 if( panel.render() ) {
3118 // height clamped to window height.
3119 int h = std::min( panel.get_height(), TERMY - y );
3120 if( h == -2 ) {
3121 h = log_height;
3122 }
3123 h += spacer;
3124 if( panel.toggle && panel.render() && h > 0 ) {
3125 if( panel.always_draw || draw_this_turn ) {
3126 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3127 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3128 }
3129 if( show_panel_adm ) {
3130 const std::string panel_name = _( panel.get_name() );
3131 const int panel_name_width = utf8_width( panel_name );
3132 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3133 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3134 werase( label );
3135 mvwprintz( label, point_zero, c_light_red, panel_name );
3137 label = catacurses::newwin( h, 1,
3138 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3139 werase( label );
3140 if( h == 1 ) {
3142 } else {
3144 for( int i = 1; i < h - 1; i++ ) {
3146 }
3147 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3148 }
3150 }
3151 y += h;
3152 }
3153 }
3154 }
3155 previous_turn = current_turn;
3156}
bool show_panel_adm
Definition: game.h:1014
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:579

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3158 of file game.cpp.

3159{
3160 w_pixel_minimap = w;
3161}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 854 of file animation.cpp.

855{
856}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 805 of file animation.cpp.

806{
807 draw_sct_curses( *this );
808}
void draw_sct_curses(const game &g)
Definition: animation.cpp:772

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3214 of file game.cpp.

3215{
3217 draw_sounds );
3218}
bool is_looking
Definition: game.h:224

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3220 of file game.cpp.

3221{
3223
3224 m.draw( w_terrain, center );
3225
3226 if( draw_sounds ) {
3228 }
3229
3230 for( Creature &critter : all_creatures() ) {
3231 draw_critter( critter, center );
3232 }
3233
3234 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3235 // Draw auto-move preview trail
3236 const tripoint &final_destination = destination_preview.back();
3237 tripoint line_center = u.pos() + u.view_offset;
3238 draw_line( final_destination, line_center, destination_preview, true );
3239 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3240 POSY - u.posy() ), c_white, 'X' );
3241 }
3242
3243 if( u.controlling_vehicle && !looking ) {
3244 draw_veh_dir_indicator( false );
3245 draw_veh_dir_indicator( true );
3246 }
3247 // Place the cursor over the player as is expected by screen readers.
3248 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3249}
int posx() const override
Definition: character.h:786
int posy() const override
Definition: character.h:789
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3196
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:11943
std::vector< tripoint > destination_preview
Definition: game.h:1066
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3266
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:677
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5741
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:2886
void wmove(const window &win, point p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 867 of file animation.cpp.

868{
869}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 6961 of file game.cpp.

6962{
6963 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
6964}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:6931

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 906 of file animation.cpp.

907{
908}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3266 of file game.cpp.

3267{
3268 if( const std::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3269 auto col = next ? c_white : c_dark_gray;
3270 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3271 }
3272}
std::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3251

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
point  mount 
)

Definition at line 949 of file animation.cpp.

951{
952}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 764 of file animation.cpp.

765{
767}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:745

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 840 of file animation.cpp.

841{
842 draw_zones_curses( w_terrain, start, end, offset );
843}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:813

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8008 of file game.cpp.

8009{
8011}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2423
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8013 of file game.cpp.

8014{
8015 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8016 u.drop( game_menus::inv::multidrop( u ), *pnt );
8017 }
8018}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 39 of file dump.cpp.

41{
42 try {
44 } catch( const std::exception &err ) {
45 std::cerr << "Error loading data from json: " << err.what() << std::endl;
46 return false;
47 }
48
49 std::vector<std::string> header;
50 std::vector<std::vector<std::string>> rows;
51
52 int scol = 0; // sorting column
53
54 std::map<std::string, standard_npc> test_npcs;
55 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
56 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
57 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
58 4, 8, 8, 8, 10 /* PER 10 */ );
59 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
60 4, 10, 8, 8, 8 /* STAT 10 */ );
61 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
62 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
64 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65
66 std::map<std::string, item> test_items;
67 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
68 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
70 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
71 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
72
73 if( what == "AMMO" ) {
74 header = {
75 "Name", "Ammo", "Volume", "Weight", "Stack",
76 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
77 };
78 auto dump = [&rows]( const item & obj ) {
79 std::vector<std::string> r;
80 r.push_back( obj.tname( 1, false ) );
81 r.push_back( obj.ammo_type().str() );
82 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
83 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
84 r.push_back( std::to_string( obj.type->stack_size ) );
85 r.push_back( std::to_string( obj.type->ammo->range ) );
86 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
87 r.push_back( std::to_string( obj.type->ammo->recoil ) );
88 damage_instance damage = obj.type->ammo->damage;
89 r.push_back( std::to_string( damage.total_damage() ) );
90 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
91 rows.push_back( r );
92 };
93 for( const itype *e : item_controller->all() ) {
94 if( e->ammo ) {
95 dump( item( e, calendar::turn, item::solitary_tag {} ) );
96 }
97 }
98
99 } else if( what == "ARMOR" ) {
100 header = {
101 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
102 };
103 auto dump = [&rows]( const item & obj ) {
104 std::vector<std::string> r;
105 r.push_back( obj.tname( 1, false ) );
106 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
107 r.push_back( std::to_string( obj.get_warmth() ) );
108 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
109 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
110 r.push_back( std::to_string( obj.get_coverage() ) );
111 r.push_back( std::to_string( obj.bash_resist() ) );
112 r.push_back( std::to_string( obj.cut_resist() ) );
113 r.push_back( std::to_string( obj.bullet_resist() ) );
114 r.push_back( std::to_string( obj.acid_resist() ) );
115 r.push_back( std::to_string( obj.fire_resist() ) );
116 rows.push_back( r );
117 };
118
119 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
120
121 for( const itype *e : item_controller->all() ) {
122 if( e->armor ) {
123 item obj( e );
124 if( bp == num_bp || obj.covers( bp ) ) {
125 if( obj.has_flag( flag_VARSIZE ) ) {
126 obj.set_flag( "FIT" );
127 }
128 dump( obj );
129 }
130 }
131 }
132
133 } else if( what == "EDIBLE" ) {
134 header = {
135 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
136 };
137 for( const auto &v : vitamin::all() ) {
138 header.push_back( v.second.name() );
139 }
140 auto dump = [&rows]( const item & obj ) {
141 std::vector<std::string> r;
142 r.push_back( obj.tname( 1, false ) );
143 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
144 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
145 r.push_back( std::to_string( obj.type->stack_size ) );
146 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
147 r.push_back( std::to_string( obj.get_comestible()->quench ) );
148 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
149 auto vits = obj.get_comestible()->default_nutrition.vitamins;
150 for( const auto &v : vitamin::all() ) {
151 r.push_back( std::to_string( vits[ v.first ] ) );
152 }
153 rows.push_back( r );
154 };
155
156 for( const itype *e : item_controller->all() ) {
158
159 if( food.is_food() && g->u.can_eat( food ).success() ) {
160 dump( food );
161 }
162 }
163
164 } else if( what == "GUN" ) {
165 header = {
166 "Name", "Ammo", "Volume", "Weight", "Capacity",
167 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
168 "Aim time", "Effective range", "Snapshot range", "Max range"
169 };
170
171 std::set<std::string> locations;
172 for( const itype *e : item_controller->all() ) {
173 if( e->gun ) {
174 std::transform( e->gun->valid_mod_locations.begin(),
175 e->gun->valid_mod_locations.end(),
176 std::inserter( locations, locations.begin() ),
177 []( const std::pair<gunmod_location, int> &q ) {
178 return q.first.name();
179 } );
180 }
181 }
182 for( const auto &e : locations ) {
183 header.push_back( e );
184 }
185
186 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
187 std::vector<std::string> r;
188 r.push_back( obj.tname( 1, false ) );
189 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
190 obj.ammo_types().end(), []( const ammotype & at ) {
191 return at.str();
193 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
194 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
195 r.push_back( std::to_string( obj.ammo_capacity() ) );
196 r.push_back( std::to_string( obj.gun_range() ) );
197 r.push_back( std::to_string( obj.gun_dispersion() ) );
198 r.push_back( std::to_string( obj.gun_recoil() ) );
199 damage_instance damage = obj.gun_damage();
200 r.push_back( std::to_string( damage.total_damage() ) );
201 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
202
203 r.push_back( std::to_string( ranged::gun_engagement_moves( who, obj ) ) );
204
205 for( const auto &e : locations ) {
206 const auto &vml = obj.type->gun->valid_mod_locations;
207 const auto iter = vml.find( e );
208 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
209 }
210 rows.push_back( r );
211 };
212 for( const itype *e : item_controller->all() ) {
213 if( e->gun ) {
214 item gun( e );
215 if( !gun.magazine_integral() ) {
216 gun.put_in( item( gun.magazine_default() ) );
217 }
218 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
219
220 dump( test_npcs[ "S1" ], gun );
221
222 if( gun.type->gun->barrel_length > 0_ml ) {
223 gun.put_in( item( "barrel_small" ) );
224 dump( test_npcs[ "S1" ], gun );
225 }
226 }
227 }
228
229 } else if( what == "RECIPE" ) {
230
231 // optionally filter recipes to include only those using specified skills
232 recipe_subset dict;
233 for( const auto &r : recipe_dict ) {
234 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
235 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
236 return true;
237 }
238 const auto iter = r.second.required_skills.find( skill_id( s ) );
239 return iter != r.second.required_skills.end() && iter->second > 0;
240 } ) ) {
241 dict.include( &r.second );
242 }
243 }
244
245 // only consider skills that are required by at least one recipe
246 std::vector<Skill> sk;
247 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
248 std::back_inserter( sk ), [&dict]( const Skill & s ) {
249 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
250 return r->skill_used == s.ident() ||
251 r->required_skills.find( s.ident() ) != r->required_skills.end();
252 } );
253 } );
254
255 header = { "Result" };
256
257 for( const auto &e : sk ) {
258 header.push_back( e.ident().str() );
259 }
260
261 for( const recipe *e : dict ) {
262 std::vector<std::string> r;
263 r.push_back( e->result_name() );
264 for( const auto &s : sk ) {
265 if( e->skill_used == s.ident() ) {
266 r.push_back( std::to_string( e->difficulty ) );
267 } else {
268 auto iter = e->required_skills.find( s.ident() );
269 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
270 }
271 }
272 rows.push_back( r );
273 }
274
275 } else if( what == "VEHICLE" ) {
276 header = {
277 "Name", "Weight (empty)", "Weight (fueled)",
278 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
279 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
280 };
281 auto dump = [&rows]( const vproto_id & obj ) {
282 vehicle veh_empty( obj, 0, 0 );
283 vehicle veh_fueled( obj, 100, 0 );
284
285 std::vector<std::string> r;
286 r.push_back( veh_empty.name );
287 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
288 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
289 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
290 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
293 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
294 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
295 r.push_back( std::to_string( static_cast<int>( 50 *
296 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
297 rows.push_back( r );
298 };
299 for( auto &e : vehicle_prototype::get_all() ) {
300 dump( e );
301 }
302
303 } else if( what == "VPART" ) {
304 header = {
305 "Name", "Location", "Weight", "Size"
306 };
307 auto dump = [&rows]( const vpart_info & obj ) {
308 std::vector<std::string> r;
309 r.push_back( obj.name() );
310 r.push_back( obj.location );
311 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
312 r.push_back( std::to_string( w ) );
313 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
314 rows.push_back( r );
315 };
316 for( const auto &e : vpart_info::all() ) {
317 dump( e.second );
318 }
319
320 } else {
321 std::cerr << "unknown argument: " << what << std::endl;
322 return false;
323 }
324
325 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
326 return e.empty();
327 } ), rows.end() );
328
329 if( scol >= 0 ) {
330 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
331 const std::vector<std::string> &rhs ) {
332 return localized_compare( lhs[ scol ], rhs[ scol ] );
333 } );
334 }
335
336 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
337
338 switch( mode ) {
339 case dump_mode::TSV:
340 rows.insert( rows.begin(), header );
341 for( const auto &r : rows ) {
342 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
343 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
344 std::cout << r.back() << "\n";
345 }
346 break;
347
348 case dump_mode::HTML:
349 std::cout << "<table>";
350
351 std::cout << "<thead>";
352 std::cout << "<tr>";
353 for( const auto &col : header ) {
354 std::cout << "<th>" << col << "</th>";
355 }
356 std::cout << "</tr>";
357 std::cout << "</thead>";
358
359 std::cout << "<tdata>";
360 for( const auto &r : rows ) {
361 std::cout << "<tr>";
362 for( const auto &col : r ) {
363 std::cout << "<td>" << col << "</td>";
364 }
365 std::cout << "</tr>";
366 }
367 std::cout << "</tdata>";
368
369 std::cout << "</table>";
370 break;
371 }
372
373 return true;
374}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4958
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:995
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1353
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:695
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1639
void load_core_bn_modfiles()
Load & finalize modlist that consists of single vanilla BN core "mod".
Definition: init.cpp:863
int gun_engagement_moves(const Character &who, const item &gun, int target=0, int start=MAX_RECOIL)
How many moves does it take to aim gun to the target accuracy.
Definition: ranged.cpp:583
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:231
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157

References vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), flag_VARSIZE(), g, get_body_part_token(), itype::gun, ranged::gun_engagement_moves(), item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, init::load_core_bn_modfiles(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2701 of file game.cpp.

2702{
2703 return *event_bus_ptr;
2704}
pimpl< event_bus > event_bus_ptr
Definition: game.h:953

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
point  cp = point_zero 
)

open vehicle interaction screen

Definition at line 4954 of file game.cpp.

4955{
4956 if( veh.magic ) {
4957 add_msg( m_info, _( "This is your %s" ), veh.name );
4958 return;
4959 }
4960 auto act = veh_interact::run( veh, c );
4961 if( act ) {
4962 u.moves = 0;
4964 }
4965}
static player_activity run(vehicle &veh, point p)
bool magic
Definition: vehicle.h:1891
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5345 of file game.cpp.

5346{
5347 // if we are driving a vehicle, examine the
5348 // current tile without asking.
5349 const optional_vpart_position vp = m.veh_at( u.pos() );
5350 if( vp && vp->vehicle().player_in_control( u ) ) {
5351 examine( u.pos() );
5352 return;
5353 }
5354
5355 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5356 _( "There is nothing that can be examined nearby." ),
5357 ACTION_EXAMINE, false );
5358 if( !examp_ ) {
5359 return;
5360 }
5361 u.manual_examine = true;
5362 examine( *examp_ );
5363 u.manual_examine = false;
5364}
std::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1042
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:101
void examine()
Definition: game.cpp:5345
bool manual_examine
Definition: player.h:249

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5433 of file game.cpp.

5434{
5435 if( disable_robot( examp ) ) {
5436 return;
5437 }
5438
5439 Creature *c = critter_at( examp );
5440 if( c != nullptr ) {
5441 monster *mon = dynamic_cast<monster *>( c );
5442 if( mon != nullptr ) {
5443 add_msg( _( "There is a %s." ), mon->get_name() );
5444 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5445 if( monexamine::pet_menu( *mon ) ) {
5446 return;
5447 }
5448 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5449 if( monexamine::mech_hack( *mon ) ) {
5450 return;
5451 }
5452 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5453 if( monexamine::pay_bot( *mon ) ) {
5454 return;
5455 }
5456 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5457 if( monexamine::mfriend_menu( *mon ) ) {
5458 return;
5459 }
5460 }
5461 } else if( u.is_mounted() ) {
5462 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5463 }
5464 npc *np = dynamic_cast<npc *>( c );
5465 if( np != nullptr && !u.is_mounted() ) {
5466 if( npc_menu( *np ) ) {
5467 return;
5468 }
5469 } else if( np != nullptr && u.is_mounted() ) {
5470 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5471 }
5472 }
5473
5474 const optional_vpart_position vp = m.veh_at( examp );
5475 if( vp && u.is_mounted() ) {
5476 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5477 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5478 } else {
5479 vp->vehicle().interact_with( examp, vp->part_index() );
5480 return;
5481 }
5482 } else if( vp && !u.is_mounted() ) {
5483 vp->vehicle().interact_with( examp, vp->part_index() );
5484 return;
5485 }
5486
5487 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5488 use_computer( examp );
5489 return;
5490 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5491 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5492 }
5493 const furn_t &xfurn_t = m.furn( examp ).obj();
5494 const ter_t &xter_t = m.ter( examp ).obj();
5495
5496 const tripoint player_pos = u.pos();
5497
5498 if( m.has_furn( examp ) && !u.is_mounted() ) {
5499 xfurn_t.examine( u, examp );
5500 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5501 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5502 } else {
5503 if( !u.is_mounted() ) {
5504 xter_t.examine( u, examp );
5505 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5506 xter_t.examine( u, examp );
5507 } else {
5508 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5509 }
5510 }
5511
5512 // Did the player get moved? Bail out if so; our examp probably
5513 // isn't valid anymore.
5514 if( player_pos != u.pos() ) {
5515 return;
5516 }
5517
5518 bool none = true;
5519 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5520 none = false;
5521 }
5522
5523 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5524 iexamine::trap( u, examp );
5525 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5526 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5527 }
5528
5529 // In case of teleport trap or somesuch
5530 if( player_pos != u.pos() ) {
5531 return;
5532 }
5533
5534 // Feedback for fire lasting time, this can be judged while mounted
5535 const std::string fire_fuel = get_fire_fuel_string( examp );
5536 if( !fire_fuel.empty() ) {
5537 add_msg( fire_fuel );
5538 }
5539
5540 if( m.has_flag( "SEALED", examp ) ) {
5541 if( none ) {
5542 if( m.has_flag( "UNSTABLE", examp ) ) {
5543 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5544 } else {
5545 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5546 }
5547 }
5548 } else {
5549 //examp has no traps, is a container and doesn't have a special examination function
5550 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5551 m.has_flag( "CONTAINER", examp ) && none ) {
5552 add_msg( _( "It is empty." ) );
5553 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5554 xfurn_t.examine == &iexamine::fireplace ) ||
5555 xfurn_t.examine == &iexamine::workbench ||
5556 xfurn_t.examine == &iexamine::transform ) {
5557 return;
5558 } else {
5560 if( !u.is_mounted() ) {
5561 pickup::pick_up( examp, 0 );
5562 }
5563 }
5564 }
5565}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1581
@ A_FRIENDLY
Definition: creature.h:169
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4465
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8594
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5236
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1401
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5166
ter_id ter(const tripoint &p) const
Definition: map.cpp:1556
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1049
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5366
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2916
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6194
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:252
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3815
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:428
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:502
bool pay_bot(monster &z)
Definition: monexamine.cpp:461
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:574
iexamine_function examine
Definition: mapdata.h:402
Definition: mapdata.h:461
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::transform(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n" ), mod_src );
125 }
126 if( display_object_ids ) {
127 desc += colorize( string_format( "[%s]\n", fid.id() ), c_light_blue );
128 }
129 desc += fid.obj().extended_description();
130 }
131 break;
133 if( !u.sees( p ) ) {
134 desc = _( "You can't see the terrain here." );
135 } else {
136 const ter_id tid = m.ter( p );
137 if( display_mod_source ) {
138 const std::string mod_src = enumerate_as_string( tid->src.begin(),
139 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
140 return string_format( "'%s'", source.second->name() );
142 desc = string_format( _( "Origin: %s\n" ), mod_src );
143 }
144 if( display_object_ids ) {
145 desc += colorize( string_format( "[%s]\n", tid.id() ), c_light_blue );
146 }
147 desc += tid.obj().extended_description();
148 }
149 break;
150 }
151
152 std::string signage = m.get_signage( p );
153 if( !signage.empty() ) {
154 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
155 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
156 signage );
157 }
158
159 werase( w_main );
160 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
161 wnoutrefresh( w_main );
162 } );
163
164 do {
166 action = ctxt.handle_input();
167 if( action == "CREATURE" ) {
168 cur_target = description_target::creature;
169 } else if( action == "FURNITURE" ) {
171 } else if( action == "TERRAIN" ) {
172 cur_target = description_target::terrain;
173 }
174 } while( action != "CONFIRM" && action != "QUIT" );
175}
bool display_object_ids
Display internal IDs for items, furniture, terrain and monsters.
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:146
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
std::string get_signage(const tripoint &p) const
Definition: map.cpp:4028
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, point begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:498
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:463

References _, action, arrow, c_light_blue, c_light_gray, c_white, colorize(), creature, display_mod_source, display_object_ids, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), int_id< T >::id(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6889 of file game.cpp.

6890{
6891 std::map<std::string, map_item_stack> temp_items;
6892 std::vector<map_item_stack> ret;
6893 std::vector<std::string> item_order;
6894
6895 if( u.is_blind() ) {
6896 return ret;
6897 }
6898
6899 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
6900 int center_z = u.pos().z;
6901
6902 for( int i = 1; i <= range; i++ ) {
6903 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
6904 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
6905 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
6906 u.sees( points_p_it ) &&
6907 m.sees_some_items( points_p_it, u ) ) {
6908
6909 for( auto &elem : m.i_at( points_p_it ) ) {
6910 const std::string name = elem.tname();
6911 const tripoint relative_pos = points_p_it - u.pos();
6912
6913 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
6914 item_order.push_back( name );
6915 temp_items[name] = map_item_stack( &elem, relative_pos );
6916 } else {
6917 temp_items[name].add_at_pos( &elem, relative_pos );
6918 }
6919 }
6920 }
6921 }
6922 }
6923
6924 for( auto &elem : item_order ) {
6925 ret.push_back( temp_items[elem] );
6926 }
6927
6928 return ret;
6929}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6236
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1869 of file game.cpp.

1870{
1871 return overmap_buffer.find_npc( id ).get();
1872}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

std::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10383 of file game.cpp.

10385{
10386 const int omtilesz = SEEX * 2;
10387 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10388 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10389 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10390
10391 // Try to find the stairs.
10392 std::optional<tripoint> stairs;
10393 int best = INT_MAX;
10394 const int movez = z_after - get_levz();
10395 const bool going_down_1 = movez == -1;
10396 const bool going_up_1 = movez == 1;
10397 // If there are stairs on the same x and y as we currently are, use those
10398 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10399 stairs.emplace( u.pos() + tripoint_below );
10400 }
10401 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10402 stairs.emplace( u.pos() + tripoint_above );
10403 }
10404 // We did not find stairs directly above or below, so search the map for them
10405 if( !stairs.has_value() ) {
10406 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10407 if( rl_dist( u.pos(), dest ) <= best &&
10408 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10409 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10410 mp.ter( dest ) == t_manhole_cover ) ) ||
10411 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10412 stairs.emplace( dest );
10413 best = rl_dist( u.pos(), dest );
10414 }
10415 }
10416 }
10417
10418 if( stairs.has_value() ) {
10419 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10420 npc *guy = dynamic_cast<npc *>( blocking_creature );
10421 monster *mon = dynamic_cast<monster *>( blocking_creature );
10422 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10423 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10424 std::string cr_name = blocking_creature->get_name();
10425 std::string msg;
10426 if( guy ) {
10427 //~ %s is the name of hostile NPC
10428 msg = string_format( _( "%s is in the way!" ), cr_name );
10429 } else {
10430 //~ %s is some monster
10431 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10432 }
10433
10434 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10435 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10436 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10437 add_msg( msg );
10438 return std::nullopt;
10439 }
10440 }
10441 return stairs;
10442 }
10443
10444 // No stairs found! Try to make some
10445 rope_ladder = false;
10446 stairs.emplace( u.pos() );
10447 stairs->z = z_after;
10448 // Check the destination area for lava.
10449 if( mp.ter( *stairs ) == t_lava ) {
10450 if( movez < 0 &&
10451 !query_yn(
10452 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10453 return std::nullopt;
10454 } else if( movez > 0 &&
10455 !query_yn(
10456 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10457 return std::nullopt;
10458 }
10459
10460 return stairs;
10461 }
10462
10463 if( movez > 0 ) {
10464 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10465 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10466 return std::nullopt;
10467 }
10468 }
10469 // Manhole covers need this to work
10470 // Maybe require manhole cover here and fail otherwise?
10471 return stairs;
10472 }
10473
10474 if( mp.impassable( *stairs ) ) {
10475 popup( _( "Halfway down, the way down becomes blocked off." ) );
10476 return std::nullopt;
10477 }
10478
10479 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10480 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10481 rope_ladder = true;
10482 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10483 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10484 } else {
10485 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10486 }
10487 } else {
10488 return std::nullopt;
10489 }
10490 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10491 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10492 if( u.has_trait( trait_VINES2 ) ) {
10493 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10494 rope_ladder = true;
10495 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10496 u.mod_pain( 5 );
10497 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10498 u.mod_stored_nutr( 10 );
10499 u.mod_thirst( 10 );
10500 } else {
10501 add_msg( _( "You gingerly descend using your vines." ) );
10502 }
10503 } else {
10504 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10505 rope_ladder = true;
10506 u.mod_stored_nutr( 10 );
10507 u.mod_thirst( 10 );
10508 }
10509 } else {
10510 return std::nullopt;
10511 }
10512 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10513 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10514 rope_ladder = true;
10516 } else {
10517 return std::nullopt;
10518 }
10519 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10520 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10521 rope_ladder = true;
10523 } else {
10524 return std::nullopt;
10525 }
10526 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10527 return std::nullopt;
10528 }
10529
10530 return stairs;
10531}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:750
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8357
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9584
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4402
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4292
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3317
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8308
bool impassable(const tripoint &p) const
Definition: map.cpp:1853
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8637
bool is_enemy() const
Definition: npc.cpp:2059
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static std::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:9919
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:722
ter_id t_lava
Definition: mapdata.cpp:697
ter_id t_elevator
Definition: mapdata.cpp:725
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr tripoint tripoint_below
Definition: point.h:281
static constexpr tripoint tripoint_above
Definition: point.h:280

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, Character::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, and Character::use_amount().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9721 of file game.cpp.

9723{
9724 if( c == nullptr ) {
9725 debugmsg( "game::fling_creature invoked on null target" );
9726 return;
9727 }
9728
9729 if( c->is_dead_state() ) {
9730 // Flinging a corpse causes problems, don't enable without testing
9731 return;
9732 }
9733
9734 if( c->is_hallucination() ) {
9735 // Don't fling hallucinations
9736 return;
9737 }
9738
9739 bool thru = true;
9740 const bool is_u = ( c == &u );
9741 // Don't animate critters getting bashed if animations are off
9742 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9743
9744 player *p = dynamic_cast<player *>( c );
9745
9746 tileray tdir( dir );
9747 int range = flvel / 10;
9748 tripoint pt = c->pos();
9749 tripoint prev_point = pt;
9750 bool force_next = false;
9751 tripoint next_forced;
9752 while( range > 0 ) {
9753 c->set_underwater( false );
9754 // TODO: Check whenever it is actually in the viewport
9755 // or maybe even just redraw the changed tiles
9756 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9757 if( force_next ) {
9758 pt = next_forced;
9759 force_next = false;
9760 } else {
9761 tdir.advance();
9762 pt.x = c->posx() + tdir.dx();
9763 pt.y = c->posy() + tdir.dy();
9764 }
9765 float force = 0;
9766
9767 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9768 //We process the intervening tile on this iteration and then the current tile on the next
9769 next_forced = pt;
9770 force_next = true;
9771 if( one_in( 2 ) ) {
9772 pt.x = prev_point.x;
9773 } else {
9774 pt.y = prev_point.y;
9775 }
9776 }
9777
9778
9779 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9780 monster &critter = *mon_ptr;
9781 // Approximate critter's "stopping power" with its max hp
9782 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9783 const int damage = rng( force, force * 2.0f ) / 6;
9784 c->impact( damage, pt );
9785 // Multiply zed damage by 6 because no body parts
9786 const int zed_damage = std::max( 0,
9787 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9788 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9789 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9790 critter.check_dead_state();
9791 if( !critter.is_dead() ) {
9792 thru = false;
9793 }
9794 } else if( m.impassable( pt ) ) {
9795 if( !m.veh_at( pt ).obstacle_at_part() ) {
9796 force = std::min<float>( m.bash_strength( pt ), flvel );
9797 } else {
9798 // No good way of limiting force here
9799 // Keep it 1 less than maximum to make the impact hurt
9800 // but to keep the target flying after it
9801 force = flvel - 1;
9802 }
9803 const int damage = rng( force, force * 2.0f ) / 9;
9804 c->impact( damage, pt );
9805 if( m.is_bashable( pt ) ) {
9806 // Only go through if we successfully make the tile passable
9807 m.bash( pt, flvel );
9808 thru = m.passable( pt );
9809 } else {
9810 thru = false;
9811 }
9812 }
9813
9814 // If the critter dies during flinging, moving it around causes debugmsgs
9815 if( c->is_dead_state() ) {
9816 return;
9817 }
9818
9819 flvel -= force;
9820 if( thru ) {
9821 if( p != nullptr ) {
9822 if( p->in_vehicle ) {
9823 m.unboard_vehicle( p->pos() );
9824 }
9825 // If we're flinging the player around, make sure the map stays centered on them.
9826 if( is_u && !suppress_map_update ) {
9827 update_map( pt.x, pt.y );
9828 } else {
9829 p->setpos( pt );
9830 }
9831 } else if( !critter_at( pt ) ) {
9832 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9833 // Just don't setpos if it happens - next iteration will do so
9834 // or the monster will stop a tile before the unpassable one
9835 c->setpos( pt );
9836 }
9837 } else {
9838 // Don't zero flvel - count this as slamming both the obstacle and the ground
9839 // although at lower velocity
9840 break;
9841 }
9842 //Vehicle wall tiles don't count for range
9843 if( !force_next ) {
9844 range--;
9845 }
9846 prev_point = pt;
9847 if( animate && ( seen || u.sees( *c ) ) ) {
9852 }
9853 }
9854
9855 // Fall down to the ground - always on the last reached tile
9856 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9857 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9858 // Didn't smash into a wall or a floor so only take the fall damage
9859 if( thru && trap_under_creature == tr_ledge ) {
9860 m.creature_on_trap( *c, false );
9861 } else {
9862 // Fall on ground
9863 int force = rng( flvel, flvel * 2 ) / 9;
9864 if( controlled ) {
9865 force = std::max( force / 2 - 5, 0 );
9866 }
9867 if( force > 0 ) {
9868 int dmg = c->impact( force, c->pos() );
9869 // TODO: Make landing damage the floor
9870 m.bash( c->pos(), dmg / 4, false, false, false );
9871 }
9872 // Always apply traps to creature i.e. bear traps, tele traps etc.
9873 m.creature_on_trap( *c, false );
9874 }
9875 } else {
9876 c->set_underwater( true );
9877 if( is_u ) {
9878 if( controlled ) {
9879 add_msg( _( "You dive into water." ) );
9880 } else {
9881 add_msg( m_warning, _( "You fall into water." ) );
9882 }
9883 }
9884 }
9885}
void setpos(const tripoint &p) override
Definition: character.h:804
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1845
point update_map(player &p)
Definition: game.cpp:10610
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2518
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6524
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3554
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1139
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2483
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8514
bool passable(const tripoint &p) const
Definition: map.cpp:1858
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1888
bool is_dead() const
Definition: monster.cpp:2786
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1669
std::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2494
Definition: player.h:84
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:137
int x
Definition: point.h:136

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 4967 of file game.cpp.

4968{
4969 const auto valid_location = [&]( const tripoint & p ) {
4970 return g->is_empty( p );
4971 };
4972 const auto get_random_point = [&]() -> tripoint {
4973 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
4974 {
4975 return p * 2 - ( *pos );
4976 } else
4977 {
4978 return p;
4979 }
4980 };
4981
4982 const std::string &door_name = door_type.obj().name();
4983 const tripoint kbp = get_random_point();
4984
4985 // can't pushback any creatures/items anywhere, that means the door can't close.
4986 const bool cannot_push = kbp == p;
4987 const bool can_see = u.sees( p );
4988
4989 player *npc_or_player = critter_at<player>( p, false );
4990 if( npc_or_player != nullptr ) {
4991 if( bash_dmg <= 0 ) {
4992 return false;
4993 }
4994 if( npc_or_player->is_npc() && can_see ) {
4995 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
4996 } else if( npc_or_player->is_player() ) {
4997 add_msg( m_bad, _( "The %s hits you." ), door_name );
4998 }
4999 if( npc_or_player->activity ) {
5000 npc_or_player->cancel_activity();
5001 }
5002 // TODO: make the npc angry?
5003 npc_or_player->hitall( bash_dmg, 0, nullptr );
5004 if( cannot_push ) {
5005 return false;
5006 }
5007 // TODO implement who was closing the door and replace nullptr
5008 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5009 // TODO: perhaps damage/destroy the gate
5010 // if the npc was really big?
5011 }
5012 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5013 monster &critter = *mon_ptr;
5014 if( bash_dmg <= 0 ) {
5015 return false;
5016 }
5017 if( can_see ) {
5018 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5019 }
5020 if( critter.type->size <= MS_SMALL ) {
5021 critter.die_in_explosion( nullptr );
5022 } else {
5023 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5024 critter.check_dead_state();
5025 }
5026 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5027 // big critters simply prevent the gate from closing
5028 // TODO: perhaps damage/destroy the gate
5029 // if the critter was really big?
5030 return false;
5031 }
5032 if( !critter.is_dead() ) {
5033 // Still alive? Move the critter away so the door can close
5034 if( cannot_push ) {
5035 return false;
5036 }
5037 // TODO implement who was closing the door and replace nullptr
5038 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5039 if( critter_at( p ) ) {
5040 return false;
5041 }
5042 }
5043 }
5044 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5045 if( bash_dmg <= 0 ) {
5046 return false;
5047 }
5048 vp->vehicle().damage( vp->part_index(), bash_dmg );
5049 if( m.veh_at( p ) ) {
5050 // Check again in case all parts at the door tile
5051 // have been destroyed, if there is still a vehicle
5052 // there, the door can not be closed
5053 return false;
5054 }
5055 }
5056 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5057 return false;
5058 }
5059 if( bash_dmg == 0 ) {
5060 for( auto &elem : m.i_at( p ) ) {
5061 if( elem.made_of( LIQUID ) ) {
5062 // Liquids are OK, will be destroyed later
5063 continue;
5064 } else if( elem.volume() < 250_ml ) {
5065 // Dito for small items, will be moved away
5066 continue;
5067 }
5068 // Everything else prevents the door from closing
5069 return false;
5070 }
5071 }
5072
5073 m.ter_set( p, door_type );
5074 if( m.has_flag( "NOITEM", p ) ) {
5075 map_stack items = m.i_at( p );
5076 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5077 if( it->made_of( LIQUID ) ) {
5078 it = items.erase( it );
5079 continue;
5080 }
5081 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5082 if( can_see ) {
5083 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5084 } else {
5085 add_msg( m_warning, _( "Something shatters!" ) );
5086 }
5087 it = items.erase( it );
5088 continue;
5089 }
5090 if( cannot_push ) {
5091 return false;
5092 }
5093 m.add_item_or_charges( kbp, *it );
5094 it = items.erase( it );
5095 }
5096 }
5097 return true;
5098}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8634
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4225
iterator erase(const_iterator it) override
Definition: map.cpp:152
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1697
void die_in_explosion(Creature *source)
Definition: monster.cpp:1683
bool is_npc() const override
Definition: player.h:103
bool is_player() const override
Definition: player.h:93
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
std::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:513
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_type game::gametype ( ) const

Definition at line 535 of file game.cpp.

536{
538}

References gamemode, and NONE.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 11958 of file game.cpp.

11959{
11960 for( Creature &critter : all_creatures() ) {
11961 if( pred( critter ) ) {
11962 return &critter;
11963 }
11964 }
11965 return nullptr;
11966}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11868 of file game.cpp.

11870{
11871 std::vector<Creature *> result;
11872 for( Creature &critter : all_creatures() ) {
11873 if( pred( critter ) ) {
11874 result.push_back( &critter );
11875 }
11876 }
11877 return result;
11878}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11848 of file game.cpp.

11849{
11850 // The player is located in the middle submap of the map.
11852 const tripoint pos_om = sm_to_om_copy( sm );
11853 // TODO: fix point types
11854 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11855}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8318
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(point p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8678 of file game.cpp.

8679{
8680 std::vector<std::string> harmful_stuff;
8681 const auto fields_here = m.field_at( u.pos() );
8682 for( const auto &e : m.field_at( dest_loc ) ) {
8683 // warn before moving into a dangerous field except when already standing within a similar field
8684 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8685 harmful_stuff.push_back( e.second.name() );
8686 }
8687 }
8688
8689 if( !u.is_blind() ) {
8690 const trap &tr = m.tr_at( dest_loc );
8691 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8692 true ) );
8693 // HACK: Hack for now, later ledge should stop being a trap
8694 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8695 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8696 if( !boardable ) {
8697 harmful_stuff.emplace_back( tr.name() );
8698 }
8699 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8700 harmful_stuff.emplace_back( tr.name() );
8701 }
8702
8703 static const std::set< body_part > sharp_bps = {
8706 };
8707
8708 const auto sharp_bp_check = [this]( body_part bp ) {
8709 return character_funcs::is_bp_immune_to( u, bp, { DT_CUT, 10 } );
8710 };
8711
8712 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8713 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8714 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8715 harmful_stuff.emplace_back( m.name( dest_loc ) );
8716 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8717 m.veh_at( dest_loc ) ) &&
8718 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8719 harmful_stuff.emplace_back( m.name( dest_loc ) );
8720 }
8721
8722 }
8723
8724 return harmful_stuff;
8725}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:257
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6824
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:197
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5328
bool has_zlevels() const
Definition: map.h:1623
@ DT_CUT
Definition: damage.h:25
bool is_bp_immune_to(const Character &who, body_part bp, damage_unit dam)
Check if character's body part is immune to given damage.
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), character_funcs::is_bp_immune_to(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3583 of file game.cpp.

3584{
3585 // We're going to get the contiguous fishable terrain starting at
3586 // the provided fishing location (e.g. where a line was cast or a fish
3587 // trap was set), and then check whether or not fishable monsters are
3588 // actually in those locations. This will help us ensure that we're
3589 // getting our fish from the location that we're ACTUALLY fishing,
3590 // rather than just somewhere in the vicinity.
3591
3592 std::unordered_set<tripoint> visited;
3593
3594 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3595 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3596
3597 const inclusive_cuboid<tripoint> fishing_boundaries(
3598 fishing_boundary_min, fishing_boundary_max );
3599
3600 const auto get_fishable_terrain = [&]( tripoint starting_point,
3601 std::unordered_set<tripoint> &fishable_terrain ) {
3602 std::queue<tripoint> to_check;
3603 to_check.push( starting_point );
3604 while( !to_check.empty() ) {
3605 const tripoint current_point = to_check.front();
3606 to_check.pop();
3607
3608 // We've been here before, so bail.
3609 if( visited.find( current_point ) != visited.end() ) {
3610 continue;
3611 }
3612
3613 // This point is out of bounds, so bail.
3614 if( !fishing_boundaries.contains( current_point ) ) {
3615 continue;
3616 }
3617
3618 // Mark this point as visited.
3619 visited.emplace( current_point );
3620
3621 if( m.has_flag( "FISHABLE", current_point ) ) {
3622 fishable_terrain.emplace( current_point );
3623 to_check.push( current_point + point_south );
3624 to_check.push( current_point + point_north );
3625 to_check.push( current_point + point_east );
3626 to_check.push( current_point + point_west );
3627 }
3628 }
3629 return;
3630 };
3631
3632 // Starting at the provided location, get our fishable terrain
3633 // and populate a set with those locations which we'll then use
3634 // to determine if any fishable monsters are in those locations.
3635 std::unordered_set<tripoint> fishable_points;
3636 get_fishable_terrain( fish_pos, fishable_points );
3637
3638 return fishable_points;
3639}
static constexpr point point_west
Definition: point.h:268
static constexpr point point_south
Definition: point.h:266
static constexpr point point_north
Definition: point.h:262
static constexpr point point_east
Definition: point.h:264

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3641 of file game.cpp.

3643{
3644 std::vector<monster *> unique_fish;
3645 for( monster &critter : all_monsters() ) {
3646 // If it is fishable...
3647 if( critter.has_flag( MF_FISHABLE ) ) {
3648 const tripoint critter_pos = critter.pos();
3649 // ...and it is in a fishable location.
3650 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3651 unique_fish.push_back( &critter );
3652 }
3653 }
3654 }
3655
3656 return unique_fish;
3657}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 1966 of file game.cpp.

1967{
1968 return follower_ids;
1969}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 876 of file game.cpp.

877{
878 return *kill_tracker_ptr;
879}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11833 of file game.cpp.

11834{
11835 return m.get_abs_sub().x;
11836}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11838 of file game.cpp.

11839{
11840 return m.get_abs_sub().y;
11841}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7065 of file game.cpp.

7066{
7067 return moves_since_last_save;
7068}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11880 of file game.cpp.

11881{
11882 std::vector<npc *> result;
11883 for( npc &guy : all_npcs() ) {
11884 if( pred( guy ) ) {
11885 result.push_back( &guy );
11886 }
11887 }
11888 return result;
11889}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 11968 of file game.cpp.

11969{
11970 return get_world_base_save_path() + "/" + base64_encode( get_avatar().get_save_id() );
11971}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:11973
friend avatar & get_avatar()
Definition: avatar.cpp:104

References base64_encode(), get_avatar, and get_world_base_save_path().

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 245 of file handle_action.cpp.

246{
247 input_context ctxt;
248 if( uquit == QUIT_WATCH ) {
249 ctxt = input_context( "DEFAULTMODE" );
250 ctxt.set_iso( true );
251 // The list of allowed actions in death-cam mode in game::handle_action
252 // *INDENT-OFF*
253 for( const action_id id : {
266 } ) {
267 ctxt.register_action( action_ident( id ) );
268 }
269 // *INDENT-ON*
270 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
271 } else {
273 }
274
276
277 user_turn current_turn;
278
279
280 // Checking early if we will need to handle animations
281 // If we do not need to handle animations that will not change as long as the user has not selected an action
282 // and we can handle it like we are not animating.
283 weather_printable wPrint;
284 bool animate_weather = false;
285 bool animate_sct = false;
286 bool do_animations = [&]() {
287 if( get_option<bool>( "ANIMATIONS" ) ) {
288 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
289
290 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
291 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
292
293#if defined(TILES)
294 // Always animate, minimap and terrain may have animations to run
295 return true;
296#else
297 // Otherwise we need to see if we actually should animate.
298 // Minimap and Terrain never animate in !TILES
299 return animate_weather || animate_sct || uquit == QUIT_WATCH;
300#endif
301 }
302 return false;
303 }
304 ();
305
306 if( do_animations ) {
307 ctxt.set_timeout( 125 );
308
310 make_shared_fast<game::draw_callback_t>( [&]() {
311 if( animate_weather ) {
312 draw_weather( wPrint );
313 }
314 if( animate_sct ) {
315 draw_sct();
316 }
317 } );
318 add_draw_callback( animation_cb );
319 invalidate_main_ui_adaptor(); // We want to redraw at least once.
320
321 do {
322 if( animate_weather ) {
324 generate_weather_anim_frame( get_weather().weather_id, wPrint );
325 }
326 // don't bother calculating SCT if we won't show it
327 if( animate_sct ) {
329
331
332 //Check for creatures on all drawing positions and offset if necessary
333 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
334 const direction oCurDir = iter->getDirecton();
335 const int width = utf8_width( iter->getText() );
336 for( int i = 0; i < width; ++i ) {
337 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
338 const Creature *critter = critter_at( tmp, true );
339
340 if( critter != nullptr && u.sees( *critter ) ) {
341 i = -1;
342 int iPos = iter->getStep() + iter->getStepOffset();
343 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
344 if( iter2->getDirecton() == oCurDir &&
345 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
346 if( iter2->getType() == "hp" ) {
347 iter2->advanceStepOffset();
348 }
349
350 iter2->advanceStepOffset();
351 iPos = iter2->getStep() + iter2->getStepOffset();
352 }
353 }
354 }
355 }
356 }
357
358 // Stop animation when done
359 animate_sct = !SCT.vSCT.empty();
360 }
361 // We don't cache these checks as their result may change after 1st redraw
363 // TODO: we redraw *everything* just to animate a couple blinking dots
364 // on the minimap or a few tiles.
365 // This is far from ideal, and can probably be done much cheaper
366 // (update only part of the screen? draw static parts into a texture?)
368 }
369
370 std::unique_ptr<static_popup> deathcam_msg_popup;
371 if( uquit == QUIT_WATCH ) {
372 deathcam_msg_popup = std::make_unique<static_popup>();
373 deathcam_msg_popup
374 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
375 .on_top( true );
376 }
377
379 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
380 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
381 ctxt.reset_timeout();
382 } else {
385 SCT.vSCT.clear();
386
387 ctxt.set_timeout( 125 );
388 while( handle_mouseview( ctxt, action ) ) {
389 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
390 break;
391 }
392 }
393 ctxt.reset_timeout();
394 }
395
396 return ctxt;
397}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:18
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:73
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:85
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:89
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:255
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:79
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:71
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:83
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:81
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:115
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:77
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:87
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:75
bool terrain_requires_animation()
Definition: animation.cpp:1144
bool minimap_requires_animation()
Definition: animation.cpp:1135
void draw_sct()
Definition: animation.cpp:805
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:764
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:2996
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:1997
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:916
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2097
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1778 of file game.cpp.

1779{
1780 return seed;
1781}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7070 of file game.cpp.

7071{
7072 return user_action_counter;
7073}

References user_action_counter.

◆ get_veh_dir_indicator_location()

std::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3251 of file game.cpp.

3252{
3253 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3254 return std::nullopt;
3255 }
3256 const optional_vpart_position vp = m.veh_at( u.pos() );
3257 if( !vp ) {
3258 return std::nullopt;
3259 }
3260 vehicle *const veh = &vp->vehicle();
3261 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3262 float r = 10.0;
3263 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3264}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 11973 of file game.cpp.

11974{
11975 if( world_generator->active_world == nullptr ) {
11976 return PATH_INFO::savedir();
11977 }
11978 return world_generator->active_world->folder_path();
11979}
std::string savedir()
Definition: path_info.cpp:254

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), save_factions_missions_npcs(), and setup().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7056 of file game.cpp.

7057{
7058#if defined(TILES)
7059 return tileset_zoom;
7060#else
7061 return DEFAULT_TILESET_ZOOM;
7062#endif
7063}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9481 of file game.cpp.

9482{
9483 // Furniture: pull, push, or standing still and nudging object around.
9484 // Can push furniture out of reach.
9485 tripoint fpos = u.pos() + u.grab_point;
9486 // supposed position of grabbed furniture
9487 if( !m.has_furn( fpos ) ) {
9488 // Where did it go? We're grabbing thin air so reset.
9489 add_msg( m_info, _( "No furniture at grabbed point." ) );
9490 u.grab( OBJECT_NONE );
9491 return false;
9492 }
9493
9494 const bool pushing_furniture = dp == u.grab_point;
9495 const bool pulling_furniture = dp == -u.grab_point;
9496 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9497
9498 tripoint fdest = fpos + dp; // intended destination of furniture.
9499 // Check floor: floorless tiles don't need to be flat and have no traps
9500 const bool has_floor = m.has_floor( fdest );
9501 // Unfortunately, game::is_empty fails for tiles we're standing on,
9502 // which will forbid pulling, so:
9503 const bool canmove = (
9504 m.passable( fdest ) &&
9505 critter_at<npc>( fdest ) == nullptr &&
9506 critter_at<monster>( fdest ) == nullptr &&
9507 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9508 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9509 !m.has_furn( fdest ) &&
9510 !m.veh_at( fdest ) &&
9511 ( !has_floor || m.tr_at( fdest ).is_null() )
9512 );
9513
9514 const furn_t furntype = m.furn( fpos ).obj();
9515 const int src_items = m.i_at( fpos ).size();
9516 const int dst_items = m.i_at( fdest ).size();
9517
9518 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9519 [&]( item & liquid_item ) {
9520 return liquid_item.made_of( LIQUID );
9521 } );
9522
9523 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9524 !m.has_flag( "SWIMMABLE", fdest ) &&
9525 !m.has_flag( "DESTROY_ITEM", fdest );
9526
9527 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9528 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9529 m.furn( fpos ).obj().has_flag( "SEALED" );
9530
9531 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9532 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9533
9534 int str_req = furntype.move_str_req;
9535 // Factor in weight of items contained in the furniture.
9536 units::mass furniture_contents_weight = 0_gram;
9537 for( auto &contained_item : m.i_at( fpos ) ) {
9538 furniture_contents_weight += contained_item.weight();
9539 }
9540 str_req += furniture_contents_weight / 4_kilogram;
9541 if( !canmove ) {
9542 // TODO: What is something?
9543 add_msg( _( "The %s collides with something." ), furntype.name() );
9544 u.moves -= 50;
9545 return true;
9546 ///\EFFECT_STR determines ability to drag furniture
9547 } else if( str_req > u.get_str() &&
9548 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9549 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9550 furntype.name() );
9551 u.moves -= 100;
9552 u.mod_pain( 1 ); // Hurt ourselves.
9553 return true; // furniture and or obstacle wins.
9554 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9555 add_msg( _( "There's stuff in the way." ) );
9556 u.moves -= 50;
9557 return true;
9558 }
9559
9560 u.moves -= str_req * 10;
9561 // Additional penalty if we can't comfortably move it.
9562 if( str_req > u.get_str() ) {
9563 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9564 if( move_penalty <= 1000 ) {
9565 if( u.get_str() >= str_req - 3 ) {
9566 u.moves -= std::max( 3000, move_penalty * 10 );
9567 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9568 if( one_in( 3 ) ) {
9569 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9570 return true;
9571 }
9572 } else {
9573 u.moves -= 100;
9574 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9575 return true;
9576 }
9577 }
9578 u.moves -= move_penalty;
9579 if( move_penalty > 500 ) {
9580 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9581 furntype.name() );
9582 } else if( move_penalty > 200 ) {
9583 if( one_in( 3 ) ) { // Nag only occasionally.
9584 add_msg( _( "It takes some time to move the heavy %s." ),
9585 furntype.name() );
9586 }
9587 }
9588 }
9590 _( "a scraping noise." ), true, "misc", "scraping" );
9591
9593 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9594
9595 // Actually move the furniture.
9596 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9597 m.furn_set( fpos, f_null );
9598
9599 if( fire_intensity == 1 && !pulling_furniture ) {
9600 m.remove_field( fpos, fd_fire );
9601 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9602 m.set_field_age( fdest, fd_fire, fire_age );
9603 }
9604
9605 // Is there is only liquids on the ground, remove them after moving furniture.
9606 if( dst_items > 0 && only_liquid_items ) {
9607 m.i_clear( fdest );
9608 }
9609
9610 if( src_items > 0 ) { // Move the stuff inside.
9611 if( dst_item_ok && src_item_ok ) {
9612 // Assume contents of both cells are legal, so we can just swap contents.
9613 std::list<item> temp;
9614 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9615 std::back_inserter( temp ) );
9616 m.i_clear( fpos );
9617 for( auto item_iter = m.i_at( fdest ).begin();
9618 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9619 m.i_at( fpos ).insert( *item_iter );
9620 }
9621 m.i_clear( fdest );
9622 for( auto &cur_item : temp ) {
9623 m.i_at( fdest ).insert( cur_item );
9624 }
9625 } else {
9626 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9627 }
9628 }
9629
9630 if( shifting_furniture ) {
9631 // We didn't move
9632 tripoint d_sum = u.grab_point + dp;
9633 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9634 u.grab_point = d_sum; // furniture moved relative to us
9635 } else { // we pushed furniture out of reach
9636 add_msg( _( "You let go of the %s." ), furntype.name() );
9637 u.grab( OBJECT_NONE );
9638 }
9639 return true; // We moved furniture but stayed still.
9640 }
9641
9642 if( pushing_furniture && m.impassable( fpos ) ) {
9643 // Not sure how that chair got into a wall, but don't let player follow.
9644 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9645 furntype.name(), m.tername( fdest ) );
9646 u.grab( OBJECT_NONE );
9647 return true;
9648 }
9649
9650 return false;
9651}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4052
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:664
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4801
void insert(const item &newitem) override
Definition: map.cpp:157
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5494
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5368
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5402
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5408
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5381
std::string tername(const tripoint &p) const
Definition: map.cpp:1767
void i_clear(const tripoint &p)
Definition: map.cpp:4156
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1418
bool has_floor(const tripoint &p) const
Definition: map.cpp:2065
tripoint grab_point
Definition: player.h:235
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1097
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:515
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, Character::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9653 of file game.cpp.

9654{
9655 if( u.get_grab_type() == OBJECT_NONE ) {
9656 return false;
9657 }
9658
9659 if( dp.z != 0 ) {
9660 // No dragging stuff up/down stairs yet!
9661 return false;
9662 }
9663
9664 // vehicle: pulling, pushing, or moving around the grabbed object.
9665 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9666 return grabbed_veh_move( dp );
9667 }
9668
9669 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9670 return grabbed_furn_move( dp );
9671 }
9672
9673 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9675 u.grab( OBJECT_NONE );
9676 return false;
9677}
object_type get_grab_type() const
Definition: avatar.cpp:672
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9481
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( u ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1177
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1838
void init(point ad)
Definition: tileray.cpp:27
units::angle dir() const
Definition: tileray.cpp:74
void turn(units::angle deg)
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3282
bool valid_wheel_config() const
Definition: vehicle.cpp:4461
units::mass total_mass() const
Definition: vehicle.cpp:3307
std::vector< int > wheelcache
Definition: vehicle.h:1843
void check_falling_or_floating()
point pivot_point() const
Definition: vehicle.cpp:5828
tileray face
Definition: vehicle.h:1973
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6972
int part_count() const
Definition: vehicle.cpp:7079
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
void precalc_mounts(int idir, units::angle dir, point pivot)
Definition: vehicle.cpp:3151
monster * get_pet(int p) const
Definition: vehicle.cpp:3263
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7084
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3287
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1952
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:259
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:372

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, Character::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1520 of file handle_action.cpp.

1521{
1522 std::string action;
1523 input_context ctxt;
1525 user_turn current_turn;
1526 // Check if we have an auto-move destination
1527 if( u.has_destination() ) {
1529 if( act == ACTION_NULL ) {
1530 add_msg( m_info, _( "Auto-move canceled" ) );
1532 return false;
1533 }
1534 } else if( u.has_destination_activity() ) {
1535 // starts destination activity after the player successfully reached his destination
1537 return false;
1538 } else {
1539 // No auto-move, ask player for input
1540 ctxt = get_player_input( action );
1541 }
1542
1543 const optional_vpart_position vp = m.veh_at( u.pos() );
1544 bool veh_ctrl = !u.is_dead_state() &&
1545 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1546
1547 // If performing an action with right mouse button, co-ordinates
1548 // of location clicked.
1549 std::optional<tripoint> mouse_target;
1550
1551 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1552 uquit = QUIT_DIED;
1553 return false;
1554 }
1555
1556 if( act == ACTION_NULL ) {
1558
1559 if( act == ACTION_KEYBINDINGS ) {
1560 // already handled by input context
1561 return false;
1562 }
1563
1564 if( act == ACTION_MAIN_MENU ) {
1565 if( uquit == QUIT_WATCH ) {
1566 return false;
1567 }
1568 // No auto-move actions have or can be set at this point.
1570 destination_preview.clear();
1572 if( act == ACTION_NULL ) {
1573 return false;
1574 }
1575 }
1576
1577 if( act == ACTION_ACTIONMENU ) {
1578 if( uquit == QUIT_WATCH ) {
1579 return false;
1580 }
1581 // No auto-move actions have or can be set at this point.
1583 destination_preview.clear();
1585 if( act == ACTION_NULL ) {
1586 return false;
1587 }
1588#if defined(__ANDROID__)
1589 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1590 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1591 }
1592#endif
1593 }
1594
1595 if( act == ACTION_KEYBINDINGS ) {
1597 destination_preview.clear();
1598 act = ctxt.display_menu( true );
1599 if( act == ACTION_NULL ) {
1600 return false;
1601 }
1602 }
1603
1606 }
1607
1608 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1609 // Mouse button click
1610 if( veh_ctrl ) {
1611 // No mouse use in vehicle
1612 return false;
1613 }
1614
1615 if( u.is_dead_state() ) {
1616 // do not allow mouse actions while dead
1617 return false;
1618 }
1619
1620 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1621 if( !mouse_pos ) {
1622 return false;
1623 } else if( !u.sees( *mouse_pos ) ) {
1624 // Not clicked in visible terrain
1625 return false;
1626 }
1627 mouse_target = mouse_pos;
1628
1629 if( act == ACTION_SELECT ) {
1630 // Note: The following has the potential side effect of
1631 // setting auto-move destination state in addition to setting
1632 // act.
1633 if( !try_get_left_click_action( act, *mouse_target ) ) {
1634 return false;
1635 }
1636 } else if( act == ACTION_SEC_SELECT ) {
1637 if( !try_get_right_click_action( act, *mouse_target ) ) {
1638 return false;
1639 }
1640 }
1641 } else if( act != ACTION_TIMEOUT ) {
1642 // act has not been set for an auto-move, so clearing possible
1643 // auto-move destinations. Since initializing an auto-move with
1644 // the mouse may span across multiple actions, we do not clear the
1645 // auto-move destination if the action is only a timeout, as this
1646 // would require the user to double click quicker than the
1647 // timeout delay.
1649 destination_preview.clear();
1650 }
1651 }
1652
1653 if( act == ACTION_NULL ) {
1654 const input_event &&evt = ctxt.get_raw_input();
1655 if( !evt.sequence.empty() ) {
1656 const int ch = evt.get_first_input();
1657 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1658 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1659 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1660 if( const std::optional<std::string> hint =
1662 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1663 "the current context." ),
1664 *hint );
1665 }
1666 }
1667 }
1668 return false;
1669 }
1670
1671 // This has no action unless we're in a special game mode.
1672 gamemode->pre_action( act );
1673
1674 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1675
1676 int before_action_moves = u.moves;
1677
1678 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1679 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1680 switch( act ) {
1683 break;
1684
1685 case ACTION_CENTER:
1688 break;
1689
1690 case ACTION_SHIFT_N:
1691 case ACTION_SHIFT_NE:
1692 case ACTION_SHIFT_E:
1693 case ACTION_SHIFT_SE:
1694 case ACTION_SHIFT_S:
1695 case ACTION_SHIFT_SW:
1696 case ACTION_SHIFT_W:
1697 case ACTION_SHIFT_NW: {
1698 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1707 };
1709 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1710 }
1711 break;
1712
1713 case ACTION_LOOK:
1714 look_around();
1715 break;
1716
1717 case ACTION_KEYBINDINGS:
1718 // already handled by input context
1719 break;
1720
1721 default:
1722 break;
1723 }
1724 }
1725
1726 // actions allowed only while alive
1727 if( !u.is_dead_state() ) {
1728 switch( act ) {
1729 case ACTION_NULL:
1730 case NUM_ACTIONS:
1731 break; // dummy entries
1732 case ACTION_ACTIONMENU:
1733 case ACTION_MAIN_MENU:
1734 case ACTION_KEYBINDINGS:
1735 break; // handled above
1736
1737 case ACTION_TIMEOUT:
1738 if( check_safe_mode_allowed( false ) ) {
1740 }
1741 break;
1742
1743 case ACTION_PAUSE:
1744 if( check_safe_mode_allowed() ) {
1746 }
1747 break;
1748
1749 case ACTION_CYCLE_MOVE:
1751 break;
1752
1753 case ACTION_RESET_MOVE:
1755 break;
1756
1757 case ACTION_TOGGLE_RUN:
1759 break;
1760
1763 break;
1764
1767 break;
1768
1769 case ACTION_MOVE_FORTH:
1771 case ACTION_MOVE_RIGHT:
1773 case ACTION_MOVE_BACK:
1775 case ACTION_MOVE_LEFT:
1777 if( !u.get_value( "remote_controlling" ).empty() &&
1781 } else if( veh_ctrl ) {
1782 // vehicle control uses x for steering and y for ac/deceleration,
1783 // so no rotation needed
1785 } else {
1787 if( auto_travel_mode && !u.is_auto_moving() ) {
1788 for( int i = 0; i < SEEX; i++ ) {
1789 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1790 u.posy() + dest_delta.y * ( SEEX - i ),
1791 u.posz() );
1793 auto_travel_destination,
1795 u.get_path_avoid() );
1796 if( !destination_preview.empty() ) {
1799 break;
1800 }
1801 }
1804 if( dest_next == point_zero ) {
1806 }
1807 dest_delta = dest_next;
1808 }
1809 if( !avatar_action::move( u, m, dest_delta ) ) {
1810 // auto-move should be canceled due to a failed move or obstacle
1812 }
1813 }
1814 break;
1815 case ACTION_MOVE_DOWN:
1816 if( u.is_mounted() ) {
1817 auto mon = u.mounted_creature.get();
1818 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1819 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1820 break;
1821 }
1822 }
1823 if( !u.in_vehicle ) {
1824 vertical_move( -1, false );
1825 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1827 }
1828 break;
1829
1830 case ACTION_MOVE_UP:
1831 if( u.is_mounted() ) {
1832 auto mon = u.mounted_creature.get();
1833 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1834 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1835 break;
1836 }
1837 }
1838 if( !u.in_vehicle ) {
1839 vertical_move( 1, false );
1840 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1842 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1843 !vp->vehicle().has_sufficient_rotorlift() ) {
1844 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1845 }
1846 break;
1847
1848 case ACTION_OPEN:
1850 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1851 } else if( u.is_mounted() ) {
1852 add_msg( m_info, _( "You can't open things while you're riding." ) );
1853 } else {
1854 open();
1855 }
1856 break;
1857
1858 case ACTION_CLOSE:
1860 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1861 } else if( u.is_mounted() ) {
1862 auto mon = u.mounted_creature.get();
1863 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1864 add_msg( m_info, _( "You can't close things while you're riding." ) );
1865 }
1866 } else if( mouse_target ) {
1867 doors::close_door( m, u, *mouse_target );
1868 } else {
1869 close();
1870 }
1871 break;
1872
1873 case ACTION_SMASH:
1874 if( veh_ctrl ) {
1875 handbrake();
1876 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1877 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1878 } else {
1879 smash();
1880 }
1881 break;
1882
1883 case ACTION_EXAMINE:
1885 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1886 } else if( mouse_target ) {
1887 examine( *mouse_target );
1888 } else {
1889 examine();
1890 }
1891 break;
1892
1893 case ACTION_ADVANCEDINV:
1895 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1896 } else if( u.is_mounted() ) {
1897 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1898 } else {
1900 }
1901 break;
1902
1903 case ACTION_PICKUP:
1905 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1906 } else if( u.is_mounted() ) {
1907 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1908 } else if( mouse_target ) {
1909 pickup( *mouse_target );
1910 } else {
1911 pickup();
1912 }
1913 break;
1914
1915 case ACTION_PICKUP_FEET:
1917 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1918 } else {
1919 pickup_feet();
1920 }
1921 break;
1922
1923 case ACTION_GRAB:
1925 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1926 } else if( u.is_mounted() ) {
1927 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1928 } else {
1929 grab();
1930 }
1931 break;
1932
1933 case ACTION_HAUL:
1935 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1936 } else if( u.is_mounted() ) {
1937 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1938 } else {
1939 haul();
1940 }
1941 break;
1942
1943 case ACTION_BUTCHER:
1945 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1946 } else if( u.is_mounted() ) {
1947 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1948 } else {
1949 butcher();
1950 }
1951 break;
1952
1953 case ACTION_CHAT:
1954 chat();
1955 break;
1956
1957 case ACTION_PEEK:
1959 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1960 } else if( u.is_mounted() ) {
1961 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1962 } else {
1963 peek();
1964 }
1965 break;
1966
1967 case ACTION_LIST_ITEMS:
1969 break;
1970
1971 case ACTION_ZONES:
1972 zones_manager();
1973 break;
1974
1975 case ACTION_LOOT:
1976 loot();
1977 break;
1978
1979 case ACTION_INVENTORY:
1981 break;
1982
1983 case ACTION_COMPARE:
1984 game_menus::inv::compare( u, std::nullopt );
1985 break;
1986
1987 case ACTION_ORGANIZE:
1989 break;
1990
1991 case ACTION_USE:
1992 // Shell-users are presumed to be able to mess with their inventories, etc
1993 // while in the shell. Eating, gear-changing, and item use are OK.
1995 break;
1996
1997 case ACTION_USE_WIELDED:
1999 break;
2000
2001 case ACTION_WEAR:
2002 wear();
2003 break;
2004
2005 case ACTION_TAKE_OFF:
2006 takeoff();
2007 break;
2008
2009 case ACTION_EAT:
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2016 if( !avatar_action::eat_here( u ) ) {
2018 }
2019 break;
2020
2021 case ACTION_READ:
2022 // Shell-users are presumed to have the book just at an opening and read it that way
2023 read();
2024 break;
2025
2026 case ACTION_WIELD:
2028 break;
2029
2030 case ACTION_PICK_STYLE:
2031 u.martial_arts_data->pick_style( u );
2032 break;
2033
2034 case ACTION_RELOAD_ITEM:
2036 break;
2037
2040 break;
2041
2044 break;
2045
2046 case ACTION_UNLOAD:
2048 break;
2049
2050 case ACTION_MEND:
2052 break;
2053
2054 case ACTION_THROW: {
2055 item_location loc;
2056 avatar_action::plthrow( g->u, loc );
2057 break;
2058 }
2059
2060 case ACTION_FIRE:
2061 fire();
2062 break;
2063
2064 case ACTION_CAST_SPELL:
2065 cast_spell();
2066 break;
2067
2068 case ACTION_FIRE_BURST: {
2069 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2071 }
2072 break;
2073 }
2074
2076 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2077 if( u.weapon.gun_all_modes().size() > 1 ) {
2079 } else {
2080 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2081 }
2082 }
2083 break;
2084
2086 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2088 }
2089 break;
2090
2091 case ACTION_DROP:
2092 // You CAN drop things to your own tile while in the shell.
2093 drop();
2094 break;
2095
2096 case ACTION_DIR_DROP:
2098 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2099 } else {
2101 }
2102 break;
2103 case ACTION_BIONICS:
2104 show_bionics_ui( u );
2105 break;
2106 case ACTION_MUTATIONS:
2108 break;
2109
2110 case ACTION_SORT_ARMOR:
2112 break;
2113
2114 case ACTION_WAIT:
2115 wait();
2116 break;
2117
2118 case ACTION_CRAFT:
2120 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2121 } else if( u.is_mounted() ) {
2122 add_msg( m_info, _( "You can't craft while you're riding." ) );
2123 } else {
2124 u.craft();
2125 }
2126 break;
2127
2128 case ACTION_RECRAFT:
2130 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2131 } else if( u.is_mounted() ) {
2132 add_msg( m_info, _( "You can't craft while you're riding." ) );
2133 } else {
2134 u.recraft();
2135 }
2136 break;
2137
2138 case ACTION_LONGCRAFT:
2140 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2141 } else if( u.is_mounted() ) {
2142 add_msg( m_info, _( "You can't craft while you're riding." ) );
2143 } else {
2144 u.long_craft();
2145 }
2146 break;
2147
2148 case ACTION_DISASSEMBLE:
2149 if( u.controlling_vehicle ) {
2150 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2151 } else if( u.is_mounted() ) {
2152 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2153 } else {
2155 }
2156 break;
2157
2158 case ACTION_CONSTRUCT:
2159 if( u.in_vehicle ) {
2160 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2161 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2162 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2163 } else if( u.is_mounted() ) {
2164 add_msg( m_info, _( "You can't construct while you're riding." ) );
2165 } else {
2166 construction_menu( false );
2167 }
2168 break;
2169
2170 case ACTION_SLEEP:
2171 if( veh_ctrl ) {
2172 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2173 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2174 _( "new default binding is '^'." ) ) );
2175 } else {
2176 sleep();
2177 }
2178 break;
2179
2182 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2183 } else if( u.is_mounted() ) {
2184 u.dismount();
2185 } else {
2187 }
2188 break;
2189
2192 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2193 break;
2194
2196 if( safe_mode == SAFE_MODE_OFF ) {
2198 mostseen = 0;
2199 add_msg( m_info, _( "Safe mode ON!" ) );
2200 } else {
2203 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2204 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2205 }
2209 }
2210 break;
2211
2213 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2214 add_msg( m_info, autosafemode_option.value_as<bool>()
2215 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2216 autosafemode_option.setNext();
2217 break;
2218 }
2219
2221 if( safe_mode == SAFE_MODE_STOP ) {
2222 add_msg( m_info, _( "Ignoring enemy!" ) );
2223 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2224 monster &critter = *elem;
2225 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2226 }
2228 } else if( u.has_effect( effect_laserlocked ) ) {
2229 if( u.has_trait( trait_PROF_CHURL ) ) {
2230 add_msg( m_warning, _( "You make the sign of the cross." ) );
2231 } else {
2232 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2233 }
2236 }
2237 break;
2238
2240 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2242 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2244 mostseen = 0;
2245 } else {
2246 get_safemode().show();
2247 }
2248 break;
2249
2250 case ACTION_SUICIDE:
2251 if( query_yn( _( "Commit suicide?" ) ) ) {
2252 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2253 u.apply_damage( &u, body_part_head, 99999 );
2254 u.moves = 0;
2255 u.place_corpse();
2257 }
2258 }
2259 break;
2260
2261 case ACTION_SAVE:
2262 if( query_yn( _( "Save and quit?" ) ) ) {
2263 if( save() ) {
2264 u.moves = 0;
2265 uquit = QUIT_SAVED;
2266 }
2267 }
2268 break;
2269
2270 case ACTION_QUICKSAVE:
2271 quicksave();
2272 return false;
2273
2274 case ACTION_QUICKLOAD:
2275 quickload();
2276 return false;
2277
2278 case ACTION_PL_INFO:
2280 break;
2281
2282 case ACTION_MAP:
2284 break;
2285
2286 case ACTION_SKY:
2287 if( m.is_outside( u.pos() ) ) {
2289 } else {
2290 add_msg( m_info, _( "You can't see the sky from here." ) );
2291 }
2292 break;
2293
2294 case ACTION_MISSIONS:
2295 list_missions();
2296 break;
2297
2298 case ACTION_SCORES:
2300 break;
2301
2302 case ACTION_DIARY:
2304 break;
2305
2306 case ACTION_FACTIONS:
2307 faction_manager_ptr->display();
2308 break;
2309
2310 case ACTION_MORALE:
2311 u.disp_morale();
2312 break;
2313
2314 case ACTION_MESSAGES:
2316 break;
2317
2318 case ACTION_HELP:
2320 break;
2321
2322 case ACTION_OPTIONS:
2323 get_options().show( true );
2324 break;
2325
2326 case ACTION_AUTOPICKUP:
2328 break;
2329
2330 case ACTION_AUTONOTES:
2332 break;
2333
2334 case ACTION_SAFEMODE:
2335 get_safemode().show();
2336 break;
2337
2340 break;
2341
2342 case ACTION_COLOR:
2343 all_colors.show_gui();
2344 break;
2345
2346 case ACTION_WORLD_MODS:
2347 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2348 break;
2349
2350 case ACTION_DEBUG:
2352 break; //don't do anything when sharing and not debugger
2353 }
2355 break;
2356
2359 break;
2360
2363 break;
2364
2367 break;
2368
2370 reload_tileset( []( std::string str ) {
2371 DebugLog( DL::Info, DC::Main ) << str;
2372 } );
2373 break;
2374
2376 get_options().get_option( "AUTO_FEATURES" ).setNext();
2377 get_options().save();
2378 //~ Auto Features are now ON/OFF
2379 add_msg( _( "%s are now %s." ),
2380 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2381 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2382 break;
2383
2385 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2386 get_options().save();
2387 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2388 add_msg( _( "%s is now set to %s." ),
2389 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2390 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2391 break;
2392
2394 get_options().get_option( "AUTO_MINING" ).setNext();
2395 get_options().save();
2396 //~ Auto Mining is now ON/OFF
2397 add_msg( _( "%s is now %s." ),
2398 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2399 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2400 break;
2401
2403 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2404 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2405 u.set_value( "THIEF_MODE_KEEP", "YES" );
2406 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2407 add_msg( _( "You will not pick up other peoples belongings." ) );
2408 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2409 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2410 u.set_value( "THIEF_MODE_KEEP", "YES" );
2411 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2412 add_msg( _( "You will pick up also those things that belong to others!" ) );
2413 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2414 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2415 u.set_value( "THIEF_MODE_KEEP", "NO" );
2416 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2417 add_msg( _( "You will be reminded not to steal." ) );
2418 } else {
2419 // ERROR
2420 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2421 }
2422 break;
2423
2425 get_options().get_option( "AUTO_FORAGING" ).setNext();
2426 get_options().save();
2427 //~ Auto Foraging is now set to x
2428 add_msg( _( "%s is now set to %s." ),
2429 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2430 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2431 break;
2432
2434 get_options().get_option( "AUTO_PICKUP" ).setNext();
2435 get_options().save();
2436 //~ Auto pickup is now set to x
2437 add_msg( _( "%s is now set to %s." ),
2438 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2439 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2440 break;
2441
2444 break; //don't do anything when sharing and not debugger
2445 }
2446 display_scent();
2447 break;
2448
2451 break; //don't do anything when sharing and not debugger
2452 }
2453 display_scent();
2454 break;
2455
2458 break; //don't do anything when sharing and not debugger
2459 }
2461 break;
2464 break; //don't do anything when sharing and not debugger
2465 }
2467 break;
2470 break; //don't do anything when sharing and not debugger
2471 }
2473 break;
2474
2477 break; //don't do anything when sharing and not debugger
2478 }
2480 break;
2481
2484 break; //don't do anything when sharing and not debugger
2485 }
2487 break;
2488
2491 break; //don't do anything when sharing and not debugger
2492 }
2494 break;
2495
2497 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2498 break;
2499
2502 break;
2503
2506 break; //don't do anything when sharing and not debugger
2507 }
2509 if( debug_mode ) {
2510 add_msg( m_info, _( "Debug mode ON!" ) );
2511 } else {
2512 add_msg( m_info, _( "Debug mode OFF!" ) );
2513 }
2514 break;
2515
2516 case ACTION_ZOOM_IN:
2517 zoom_in();
2519 break;
2520
2521 case ACTION_ZOOM_OUT:
2522 zoom_out();
2524 break;
2525
2526 case ACTION_ITEMACTION:
2528 break;
2529
2530 case ACTION_AUTOATTACK:
2532 break;
2533
2534 default:
2535 break;
2536 }
2537 }
2538 if( act != ACTION_TIMEOUT ) {
2539 u.mod_moves( -current_turn.moves_elapsed() );
2540 }
2541 gamemode->post_action( act );
2542
2543 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2544 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2545 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2546 return ( !u.is_dead_state() );
2547}
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:352
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:423
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:947
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:512
std::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:474
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:660
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:263
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:117
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:95
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:195
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:177
@ ACTION_READ
Open the read menu.
Definition: action.h:149
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:47
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:145
@ ACTION_SMASH
Smash something.
Definition: action.h:99
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:131
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:223
@ ACTION_HELP
Display help screen.
Definition: action.h:249
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:247
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:121
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:137
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:225
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:119
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:257
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:37
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:153
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:201
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:39
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:185
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:147
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:245
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:20
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:59
@ ACTION_CHAT
Chat with something.
Definition: action.h:113
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:159
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:53
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:239
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:261
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:151
@ ACTION_THROW
Open the throw menu.
Definition: action.h:165
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:129
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:213
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:65
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:133
@ ACTION_SCORES
Display scores screen.
Definition: action.h:241
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:111
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:27
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:63
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:25
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:251
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:193
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:203
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:123
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:235
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:163
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:215
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:139
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:233
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:169
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:181
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:207
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:221
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:55
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:209
@ ACTION_COLOR
Open color manager.
Definition: action.h:265
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:35
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:61
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:243
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:107
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:45
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:175
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:179
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:187
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:57
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:237
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:167
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:33
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:43
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:183
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:109
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:41
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:205
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:49
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:173
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:259
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:227
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:171
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:161
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:197
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:143
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:105
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:267
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:135
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:51
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:97
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:157
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:155
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:103
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:199
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:269
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:141
@ ACTION_DIARY
Display diary window.
Definition: action.h:253
void create_advanced_inv()
void show_armor_layers_ui(Character &who)
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
void show_bionics_ui(Character &who)
Definition: bionics_ui.cpp:533
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1550
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2479
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9909
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9923
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:148
void dismount()
Definition: character.cpp:1168
item weapon
Definition: character.h:1546
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1337
std::string get_value(const std::string &key) const
Definition: creature.cpp:1347
void mod_moves(int nmoves)
Definition: creature.cpp:1414
void cycle_move_mode()
Definition: avatar.cpp:1187
void toggle_map_memory()
Definition: avatar.cpp:122
void toggle_crouch_mode()
Definition: avatar.cpp:1171
void toggle_run_mode()
Definition: avatar.cpp:1162
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:1001
void reset_move_mode()
Definition: avatar.cpp:1180
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11209
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2292
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8588
void reload_tileset(std::function< void(std::string)> out)
Definition: game.cpp:427
void pickup_feet()
Definition: game.cpp:5589
void zones_manager()
Definition: game.cpp:6062
int turnssincelastmon
Definition: game.h:1021
void display_visibility()
Definition: game.cpp:11123
void display_scent()
Definition: game.cpp:11088
bool save()
Returns false if saving failed.
Definition: game.cpp:2721
void butcher()
Definition: game.cpp:8270
void display_temperature()
Definition: game.cpp:11109
bool auto_travel_mode
Definition: game.h:1018
void zoom_out()
Definition: game.cpp:7012
void toggle_pixel_minimap()
Definition: game.cpp:416
void toggle_debug_hour_timer()
Definition: game.cpp:11155
void display_transparency()
Definition: game.cpp:11216
void list_items_monsters()
Definition: game.cpp:7190
void chat()
Definition: npctalk.cpp:395
void quickload()
Definition: game.cpp:11251
void pickup()
Definition: game.cpp:5567
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:9937
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11183
void control_vehicle()
Definition: game.cpp:5136
void peek()
Definition: game.cpp:5596
std::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6537
void drop()
Definition: game.cpp:8008
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2320
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8526
void zoom_in()
Definition: game.cpp:7024
void toggle_fullscreen()
Definition: game.cpp:406
void display_vehicle_ai()
Definition: game.cpp:11116
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:2969
void drop_in_direction()
Definition: game.cpp:8013
void display_help()
Definition: help.cpp:140
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6517
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7915
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4820
bool is_gunmod() const
Definition: item.cpp:6547
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7834
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7906
bool is_outside(const tripoint &p) const
Definition: map.cpp:2601
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:504
cOpt & get_option(const std::string &name)
Definition: options.cpp:3388
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2765
void show_adm()
Definition: panels.cpp:2287
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:341
int movecounter
Definition: player.h:247
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:352
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:361
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
std::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ Main
Generic messages related to game startup and operation.
#define DebugLog(lev, cl)
DebugLog.
Definition: debug.h:274
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
static void rcdrive(point d)
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
void show_mutations_ui(Character &who)
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void plthrow(avatar &you, item_location loc, const std::optional< tripoint > &blind_throw_from_pos=std::nullopt)
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void use_item(avatar &you, item_location loc)
Use a tool at given location.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void do_pause(Character &who)
Do pause action ('.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void common(avatar &you)
void compare(player &p, const std::optional< tripoint > &offset)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3798
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:267
static constexpr point point_north_east
Definition: point.h:263
static constexpr point point_north_west
Definition: point.h:269
@ sleep
Will recharge only when character is asleep.
An instance of an input, like a keypress etc.
Definition: input.h:91
std::vector< int > sequence
Definition: input.h:97
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:92
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, DebugLog, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), character_funcs::do_pause(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), Character::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, Main, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), show_armor_layers_ui(), show_bionics_ui(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_mutations_ui(), show_scores_ui(), sleep, smash(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), avatar_funcs::use_item(), use_tiles, user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 1971 of file game.cpp.

1972{
1974 const std::string action = ctxt.handle_input( 0 );
1975 bool refresh = true;
1976 if( action == "pause" || action == "main_menu" ) {
1978 cancel_activity_query( _( "Confirm:" ) );
1979 }
1980 } else if( action == "player_data" ) {
1982 } else if( action == "messages" ) {
1984 } else if( action == "help" ) {
1986 } else if( action != "HELP_KEYBINDINGS" ) {
1987 refresh = false;
1988 }
1989 if( refresh ) {
1992 }
1993}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1755
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 1997 of file game.cpp.

1998{
1999 std::optional<tripoint> liveview_pos;
2000
2001 do {
2002 action = ctxt.handle_input();
2003 if( action == "MOUSE_MOVE" ) {
2004 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2005 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2006 liveview_pos = mouse_pos;
2007 liveview.show( *liveview_pos );
2008 } else if( !mouse_pos ) {
2009 liveview_pos.reset();
2010 liveview.hide();
2011 }
2013 }
2014 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2015
2016 if( action != "TIMEOUT" ) {
2017 // Keyboard event, break out of animation loop
2018 liveview.hide();
2019 return false;
2020 }
2021
2022 // Mouse movement or un-handled key
2023 return true;
2024}
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 530 of file game.cpp.

531{
532 return gamemode && gamemode->id() != special_game_type::NONE;
533}

References gamemode, and NONE.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11223 of file game.cpp.

11224{
11226 last_save_timestamp = time( nullptr );
11227}

References last_save_timestamp, moves_since_last_save, and time.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 398 of file game_inventory.cpp.

400{
402 title, radius, none_message );
403}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:334

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8656 of file game.cpp.

8657{
8658 return !( get_dangerous_tile( dest_loc ).empty() );
8659}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8678

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4801 of file game.cpp.

4802{
4803 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4804 critter_at( p ) == nullptr;
4805}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2365 of file game.cpp.

2366{
2367 if( uquit == QUIT_WATCH ) {
2368 // deny player movement and dodging
2369 u.moves = 0;
2370 // prevent pain from updating
2371 u.set_pain( 0 );
2372 // prevent dodging
2373 u.dodges_left = 0;
2374 return false;
2375 }
2376 if( uquit == QUIT_DIED ) {
2377 if( u.in_vehicle ) {
2378 m.unboard_vehicle( u.pos() );
2379 }
2380 u.place_corpse();
2381 return true;
2382 }
2383 if( uquit == QUIT_SUICIDE ) {
2384 if( u.in_vehicle ) {
2385 m.unboard_vehicle( u.pos() );
2386 }
2387 return true;
2388 }
2389 if( uquit != QUIT_NO ) {
2390 return true;
2391 }
2392 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2393 if( u.is_dead_state() ) {
2395 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2396 uquit = QUIT_WATCH;
2397 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2398 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2400 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2401 uquit = QUIT_DIED;
2402 } else {
2403 // Something funky happened here, just die.
2404 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2405 uquit = QUIT_DIED;
2406 }
2407 return is_game_over();
2408 }
2409 return false;
2410}
int dodges_left
Definition: character.h:561
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:777
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:198
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, Character::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, Character::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3560 of file game.cpp.

3561{
3562 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3563 get_option<int>( "SAFEMODEPROXIMITY" );
3564 return is_hostile_within( distance );
3565}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3572

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3567 of file game.cpp.

3568{
3570}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:200

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3572 of file game.cpp.

3573{
3574 for( auto &critter : u.get_visible_creatures( distance ) ) {
3575 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3576 return critter;
3577 }
3578 }
3579
3580 return nullptr;
3581}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:167

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4807 of file game.cpp.

4808{
4809 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4810}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3206 of file game.cpp.

3207{
3208 const tripoint diff( u.pos() + u.view_offset - p );
3209
3210 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3211 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3212}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4812 of file game.cpp.

4813{
4814 return weather::is_sheltered( m, p );
4815}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 5992 of file game.cpp.

5993{
5994 return zones_manager_open;
5995}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1053

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1544
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1256
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4225 of file game.cpp.

4227{
4228 std::vector<tripoint> traj;
4229 traj.clear();
4230 traj = line_to( s, t, 0, 0 );
4231 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4232 traj = continue_line( traj, force );
4233 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4234
4235 knockback( traj, stun, dam_mult, source );
4236}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4242 of file game.cpp.

4244{
4245 // TODO: make the force parameter actually do something.
4246 // the header file says higher force causes more damage.
4247 // perhaps that is what it should do?
4248
4249 // TODO: refactor this so it's not copy/pasted 3 times
4250 tripoint tp = traj.front();
4251 if( !critter_at( tp ) ) {
4252 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4253 return;
4254 }
4255 std::size_t force_remaining = traj.size();
4256 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4257 if( stun > 0 ) {
4258 targ->add_effect( effect_stunned, 1_turns * stun );
4259 add_msg( _( "%s was stunned!" ), targ->name() );
4260 }
4261 for( size_t i = 1; i < traj.size(); i++ ) {
4262 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4263 targ->setpos( traj[i - 1] );
4264 force_remaining = traj.size() - i;
4265 if( stun != 0 ) {
4266 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4267 add_msg( _( "%s was stunned!" ), targ->name() );
4268 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4269 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4270 targ->check_dead_state();
4271 }
4272 m.bash( traj[i], 2 * dam_mult * force_remaining );
4273 break;
4274 } else if( critter_at( traj[i] ) ) {
4275 targ->setpos( traj[i - 1] );
4276 force_remaining = traj.size() - i;
4277 if( stun != 0 ) {
4278 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4279 add_msg( _( "%s was stunned!" ), targ->name() );
4280 }
4281 traj.erase( traj.begin(), traj.begin() + i );
4282 if( critter_at<monster>( traj.front() ) ) {
4283 add_msg( _( "%s collided with something else and sent it flying!" ),
4284 targ->name() );
4285 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4286 if( guy->male ) {
4287 add_msg( _( "%s collided with someone else and sent him flying!" ),
4288 targ->name() );
4289 } else {
4290 add_msg( _( "%s collided with someone else and sent her flying!" ),
4291 targ->name() );
4292 }
4293 } else if( u.pos() == traj.front() ) {
4294 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4295 }
4296 knockback( traj, stun, dam_mult, source );
4297 break;
4298 }
4299 targ->setpos( traj[i] );
4300 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4301 targ->die( source );
4302 if( u.sees( *targ ) ) {
4303 add_msg( _( "The %s drowns!" ), targ->name() );
4304 }
4305 }
4306 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4307 !targ->is_dead() ) {
4308 targ->die( source );
4309 if( u.sees( *targ ) ) {
4310 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4311 }
4312 }
4313 tp = traj[i];
4314 }
4315 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4316 if( stun > 0 ) {
4317 targ->add_effect( effect_stunned, 1_turns * stun );
4318 add_msg( _( "%s was stunned!" ), targ->name );
4319 }
4320 for( size_t i = 1; i < traj.size(); i++ ) {
4321 if( m.impassable( traj[i].xy() ) ||
4322 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4323 targ->setpos( traj[i - 1] );
4324 force_remaining = traj.size() - i;
4325 if( stun != 0 ) {
4326 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4327 if( targ->has_effect( effect_stunned ) ) {
4328 add_msg( _( "%s was stunned!" ), targ->name );
4329 }
4330
4331 std::array<bodypart_id, 8> bps = {{
4332 bodypart_id( "head" ),
4333 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4334 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4335 bodypart_id( "torso" ),
4336 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4337 }
4338 };
4339 for( const bodypart_id &bp : bps ) {
4340 if( one_in( 2 ) ) {
4341 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4342 }
4343 }
4344 targ->check_dead_state();
4345 }
4346 m.bash( traj[i], 2 * dam_mult * force_remaining );
4347 break;
4348 } else if( critter_at( traj[i] ) ) {
4349 targ->setpos( traj[i - 1] );
4350 force_remaining = traj.size() - i;
4351 if( stun != 0 ) {
4352 add_msg( _( "%s was stunned!" ), targ->name );
4353 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4354 }
4355 traj.erase( traj.begin(), traj.begin() + i );
4356 const tripoint &traj_front = traj.front();
4357 if( critter_at<monster>( traj_front ) ) {
4358 add_msg( _( "%s collided with something else and sent it flying!" ),
4359 targ->name );
4360 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4361 if( guy->male ) {
4362 add_msg( _( "%s collided with someone else and sent him flying!" ),
4363 targ->name );
4364 } else {
4365 add_msg( _( "%s collided with someone else and sent her flying!" ),
4366 targ->name );
4367 }
4368 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4370 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4371 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4372 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4373 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4374 }
4375 knockback( traj, stun, dam_mult, source );
4376 break;
4377 }
4378 targ->setpos( traj[i] );
4379 tp = traj[i];
4380 }
4381 } else if( u.pos() == tp ) {
4382 if( stun > 0 ) {
4383 u.add_effect( effect_stunned, 1_turns * stun );
4384 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4385 "You were stunned for %d turns!",
4386 stun ),
4387 stun );
4388 }
4389 for( size_t i = 1; i < traj.size(); i++ ) {
4390 if( m.impassable( traj[i] ) ||
4391 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4392 u.setpos( traj[i - 1] );
4393 force_remaining = traj.size() - i;
4394 if( stun != 0 ) {
4395 if( u.has_effect( effect_stunned ) ) {
4396 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4397 "You were stunned AGAIN for %d turns!",
4398 force_remaining ),
4399 force_remaining );
4400 } else {
4401 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4402 "You were stunned for %d turns!",
4403 force_remaining ),
4404 force_remaining );
4405 }
4406 u.add_effect( effect_stunned, 1_turns * force_remaining );
4407 std::array<bodypart_id, 8> bps = {{
4408 bodypart_id( "head" ),
4409 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4410 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4411 bodypart_id( "torso" ),
4412 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4413 }
4414 };
4415 for( const bodypart_id &bp : bps ) {
4416 if( one_in( 2 ) ) {
4417 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4418 }
4419 }
4421 }
4422 m.bash( traj[i], 2 * dam_mult * force_remaining );
4423 break;
4424 } else if( critter_at( traj[i] ) ) {
4425 u.setpos( traj[i - 1] );
4426 force_remaining = traj.size() - i;
4427 if( stun != 0 ) {
4428 if( u.has_effect( effect_stunned ) ) {
4429 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4430 "You were stunned AGAIN for %d turns!",
4431 force_remaining ),
4432 force_remaining );
4433 } else {
4434 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4435 "You were stunned for %d turns!",
4436 force_remaining ),
4437 force_remaining );
4438 }
4439 u.add_effect( effect_stunned, 1_turns * force_remaining );
4440 }
4441 traj.erase( traj.begin(), traj.begin() + i );
4442 if( critter_at<monster>( traj.front() ) ) {
4443 add_msg( _( "You collided with something and sent it flying!" ) );
4444 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4445 if( guy->male ) {
4446 add_msg( _( "You collided with someone and sent him flying!" ) );
4447 } else {
4448 add_msg( _( "You collided with someone and sent her flying!" ) );
4449 }
4450 }
4451 knockback( traj, stun, dam_mult, source );
4452 break;
4453 }
4454 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4455 avatar_action::swim( m, u, u.pos() );
4456 } else {
4457 u.setpos( traj[i] );
4458 }
4459
4460 tp = traj[i];
4461 }
4462 }
4463}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8890
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8418
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:986
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3539 of file game.cpp.

3540{
3541 const float light = natural_light_level( zlev );
3542 return LIGHT_RANGE( light );
3543}
float natural_light_level(int zlev) const
Definition: game.cpp:3479
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_saves()

std::vector< std::string > game::list_active_saves ( )

Returns a list of currently active character saves.

Definition at line 2746 of file game.cpp.

2747{
2748 std::vector<std::string> saves;
2749 for( auto &worldsave : world_generator->active_world->world_saves ) {
2750 saves.push_back( worldsave.decoded_name() );
2751 }
2752 return saves;
2753}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7235 of file game.cpp.

7236{
7237 std::vector<map_item_stack> ground_items = item_list;
7238 int iInfoHeight = 0;
7239 int iMaxRows = 0;
7240 int width = 0;
7241 int max_name_width = 0;
7242
7243 //find max length of item name and resize window width
7244 for( const map_item_stack &cur_item : ground_items ) {
7245 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7246 if( item_len > max_name_width ) {
7247 max_name_width = item_len;
7248 }
7249 }
7250
7251 tripoint active_pos;
7252 map_item_stack *activeItem = nullptr;
7253
7254 catacurses::window w_items;
7255 catacurses::window w_items_border;
7256 catacurses::window w_item_info;
7257
7258 ui_adaptor ui;
7259 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7260 iInfoHeight = std::min( 25, TERMY / 2 );
7261 iMaxRows = TERMY - iInfoHeight - 2;
7262
7263 width = clamp( max_name_width, 45, TERMX / 3 );
7264
7265 const int offsetX = TERMX - width;
7266
7267 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7268 width - 2, point( offsetX + 1, 1 ) );
7269 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7270 width, point( offsetX, 0 ) );
7271 w_item_info = catacurses::newwin( iInfoHeight, width,
7272 point( offsetX, TERMY - iInfoHeight ) );
7273
7274 if( activeItem ) {
7275 centerlistview( active_pos, width );
7276 }
7277
7278 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7279 } );
7280 ui.mark_resize();
7281
7282 // use previously selected sorting method
7283 bool sort_radius = uistate.list_item_sort != 2;
7284 bool addcategory = !sort_radius;
7285
7286 // reload filter/priority settings on the first invocation, if they were active
7287 if( !uistate.list_item_init ) {
7290 }
7293 }
7296 }
7297 uistate.list_item_init = true;
7298 }
7299
7300 //this stores only those items that match our filter
7301 std::vector<map_item_stack> filtered_items =
7302 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7303 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7304 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7305 int iItemNum = ground_items.size();
7306
7307 const tripoint stored_view_offset = u.view_offset;
7308
7310
7311 int iActive = 0; // Item index that we're looking at
7312 bool refilter = true;
7313 int page_num = 0;
7314 int iCatSortNum = 0;
7315 int iScrollPos = 0;
7316 std::map<int, std::string> mSortCategory;
7317
7318 std::string action;
7319 input_context ctxt( "LIST_ITEMS" );
7320 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7321 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7322 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7323 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7324 ctxt.register_action( "PAGE_DOWN" );
7325 ctxt.register_action( "PAGE_UP" );
7326 ctxt.register_action( "NEXT_TAB" );
7327 ctxt.register_action( "PREV_TAB" );
7328 ctxt.register_action( "HELP_KEYBINDINGS" );
7329 ctxt.register_action( "QUIT" );
7330 ctxt.register_action( "FILTER" );
7331 ctxt.register_action( "RESET_FILTER" );
7332 ctxt.register_action( "EXAMINE" );
7333 ctxt.register_action( "COMPARE" );
7334 ctxt.register_action( "PRIORITY_INCREASE" );
7335 ctxt.register_action( "PRIORITY_DECREASE" );
7336 ctxt.register_action( "SORT" );
7337 ctxt.register_action( "TRAVEL_TO" );
7338
7339 std::optional<item_filter_type> filter_type;
7340
7341 ui.on_redraw( [&]( const ui_adaptor & ) {
7342 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7343
7344 if( ground_items.empty() ) {
7345 wnoutrefresh( w_items_border );
7346 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7347 } else {
7348 int iStartPos = 0;
7349 werase( w_items );
7350 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7351 int iNum = 0;
7352 bool high = false;
7353 bool low = false;
7354 int index = 0;
7355 int iCatSortOffset = 0;
7356
7357 for( int i = 0; i < iStartPos; i++ ) {
7358 if( !mSortCategory[i].empty() ) {
7359 iNum++;
7360 }
7361 }
7362 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7363 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7364 high = true;
7365 low = false;
7366 } else if( index >= lowPStart + iCatSortOffset ) {
7367 high = false;
7368 low = true;
7369 } else {
7370 high = false;
7371 low = false;
7372 }
7373
7374 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7375 int iThisPage = 0;
7376 if( !mSortCategory[iNum].empty() ) {
7377 iCatSortOffset++;
7378 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7379 } else {
7380 if( iNum == iActive ) {
7381 iThisPage = page_num;
7382 }
7383 std::string sText;
7384 if( iter->vIG.size() > 1 ) {
7385 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7386 }
7387 sText += iter->example->tname();
7388 if( iter->vIG[iThisPage].count > 1 ) {
7389 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7390 }
7391
7392 nc_color col = c_light_green;
7393 if( iNum != iActive ) {
7394 if( high ) {
7395 col = c_yellow;
7396 } else if( low ) {
7397 col = c_red;
7398 } else {
7399 col = iter->example->color_in_inventory();
7400 }
7401 }
7402 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7403 const int numw = iItemNum > 9 ? 2 : 1;
7404 const int x = iter->vIG[iThisPage].pos.x;
7405 const int y = iter->vIG[iThisPage].pos.y;
7406 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7407 iNum == iActive ? c_light_green : c_light_gray,
7408 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7410 ++iter;
7411 }
7412 } else {
7413 ++iter;
7414 }
7415 iNum++;
7416 }
7417 iNum = 0;
7418 for( int i = 0; i < iActive; i++ ) {
7419 if( !mSortCategory[i].empty() ) {
7420 iNum++;
7421 }
7422 }
7423 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7424 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7425 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7426 werase( w_item_info );
7427
7428 if( iItemNum > 0 && activeItem ) {
7429 item_location loc( map_cursor( u.pos() + activeItem->example_item_pos ),
7430 const_cast<item *>( activeItem->example ) );
7432 std::vector<iteminfo> this_item = activeItem->example->info( temperature );
7433 std::vector<iteminfo> item_info_dummy;
7434
7435 item_info_data dummy( "", "", this_item, item_info_dummy, iScrollPos );
7436 dummy.without_getch = true;
7437 dummy.without_border = true;
7438
7439 draw_item_info( w_item_info, dummy );
7440 }
7441 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7442 wnoutrefresh( w_items_border );
7443 }
7444
7445 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7446 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7447
7448 if( iItemNum > 0 && activeItem ) {
7449 // print info window title: < item name >
7450 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7451 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7452 activeItem->example->display_name() );
7453 wprintw( w_item_info, " >" );
7454 }
7455
7456 wnoutrefresh( w_items );
7457 wnoutrefresh( w_item_info );
7458
7459 if( filter_type ) {
7460 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7461 }
7462 } );
7463
7464 std::optional<tripoint> trail_start;
7465 std::optional<tripoint> trail_end;
7466 bool trail_end_x = false;
7467 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7468 trail_end_x );
7469 add_draw_callback( trail_cb );
7470
7471 do {
7472 if( action == "COMPARE" && activeItem ) {
7473 game_menus::inv::compare( u, active_pos );
7474 } else if( action == "FILTER" ) {
7475 filter_type = item_filter_type::FILTER;
7476 ui.invalidate_ui();
7478 .title( _( "Filter:" ) )
7479 .width( 55 )
7480 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7481 .identifier( "item_filter" )
7482 .max_length( 256 )
7483 .edit( sFilter );
7484 refilter = true;
7485 addcategory = !sort_radius;
7487 filter_type = std::nullopt;
7488 } else if( action == "RESET_FILTER" ) {
7489 sFilter.clear();
7490 filtered_items = ground_items;
7491 refilter = true;
7493 addcategory = !sort_radius;
7494 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7495 std::vector<iteminfo> dummy;
7496 const item *example_item = activeItem->example;
7497 // TODO: const_item_location
7498 item_location loc = item_location( u, const_cast<item *>( example_item ) );
7500 std::vector<iteminfo> this_item = example_item->info( temperature );
7501
7502 item_info_data info_data( example_item->tname(), example_item->type_name(), this_item, dummy );
7503 info_data.handle_scrolling = true;
7504
7506 return catacurses::newwin( TERMY, width - 5, point_zero );
7507 }, info_data );
7508 } else if( action == "PRIORITY_INCREASE" ) {
7509 filter_type = item_filter_type::HIGH_PRIORITY;
7510 ui.invalidate_ui();
7512 .title( _( "High Priority:" ) )
7513 .width( 55 )
7515 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7516 .identifier( "list_item_priority" )
7517 .max_length( 256 )
7518 .query_string();
7519 refilter = true;
7520 addcategory = !sort_radius;
7522 filter_type = std::nullopt;
7523 } else if( action == "PRIORITY_DECREASE" ) {
7524 filter_type = item_filter_type::LOW_PRIORITY;
7525 ui.invalidate_ui();
7527 .title( _( "Low Priority:" ) )
7528 .width( 55 )
7530 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7531 .identifier( "list_item_downvote" )
7532 .max_length( 256 )
7533 .query_string();
7534 refilter = true;
7535 addcategory = !sort_radius;
7537 filter_type = std::nullopt;
7538 } else if( action == "SORT" ) {
7539 if( sort_radius ) {
7540 sort_radius = false;
7541 addcategory = true;
7542 uistate.list_item_sort = 2; // list is sorted by category
7543 } else {
7544 sort_radius = true;
7545 uistate.list_item_sort = 1; // list is sorted by distance
7546 }
7547 highPEnd = -1;
7548 lowPStart = -1;
7549 iCatSortNum = 0;
7550
7551 mSortCategory.clear();
7552 refilter = true;
7553 } else if( action == "TRAVEL_TO" && activeItem ) {
7554 if( !u.sees( u.pos() + active_pos ) ) {
7555 add_msg( _( "You can't see that destination." ) );
7556 }
7557 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7558 u.get_path_avoid() );
7559 if( route.size() > 1 ) {
7560 route.pop_back();
7561 u.set_destination( route );
7562 break;
7563 } else {
7564 add_msg( m_info, _( "You can't travel there." ) );
7565 }
7566 }
7567 if( uistate.list_item_sort == 1 ) {
7568 ground_items = item_list;
7569 } else if( uistate.list_item_sort == 2 ) {
7570 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7571 }
7572
7573 if( refilter ) {
7574 refilter = false;
7575 filtered_items = filter_item_stacks( ground_items, sFilter );
7576 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7577 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7578 iActive = 0;
7579 page_num = 0;
7580 iItemNum = filtered_items.size();
7581 }
7582
7583 if( addcategory ) {
7584 addcategory = false;
7585 iCatSortNum = 0;
7586 mSortCategory.clear();
7587 if( highPEnd > 0 ) {
7588 mSortCategory[0] = _( "HIGH PRIORITY" );
7589 iCatSortNum++;
7590 }
7591 std::string last_cat_name;
7592 for( int i = std::max( 0, highPEnd );
7593 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7594 const std::string &cat_name = filtered_items[i].example->get_category().name();
7595 if( cat_name != last_cat_name ) {
7596 mSortCategory[i + iCatSortNum++] = cat_name;
7597 last_cat_name = cat_name;
7598 }
7599 }
7600 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7601 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7602 }
7603 if( !mSortCategory[0].empty() ) {
7604 iActive++;
7605 }
7606 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7607 }
7608
7609 if( action == "UP" ) {
7610 do {
7611 iActive--;
7612
7613 } while( !mSortCategory[iActive].empty() );
7614 iScrollPos = 0;
7615 page_num = 0;
7616 if( iActive < 0 ) {
7617 iActive = iItemNum - 1;
7618 }
7619 } else if( action == "DOWN" ) {
7620 do {
7621 iActive++;
7622
7623 } while( !mSortCategory[iActive].empty() );
7624 iScrollPos = 0;
7625 page_num = 0;
7626 if( iActive >= iItemNum ) {
7627 iActive = mSortCategory[0].empty() ? 0 : 1;
7628 }
7629 } else if( action == "RIGHT" ) {
7630 if( !filtered_items.empty() && activeItem ) {
7631 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7632 page_num = activeItem->vIG.size() - 1;
7633 }
7634 }
7635 } else if( action == "LEFT" ) {
7636 page_num = std::max( 0, page_num - 1 );
7637 } else if( action == "PAGE_UP" ) {
7638 iScrollPos--;
7639 } else if( action == "PAGE_DOWN" ) {
7640 iScrollPos++;
7641 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7642 u.view_offset = stored_view_offset;
7644 }
7645
7646 active_pos = tripoint_zero;
7647 activeItem = nullptr;
7648
7649 if( mSortCategory[iActive].empty() ) {
7650 auto iter = filtered_items.begin();
7651 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7652 if( mSortCategory[iNum].empty() ) {
7653 ++iter;
7654 }
7655 }
7656 if( iter != filtered_items.end() ) {
7657 active_pos = iter->vIG[page_num].pos;
7658 activeItem = &( *iter );
7659 }
7660 }
7661
7662 if( activeItem ) {
7663 centerlistview( active_pos, width );
7664 trail_start = u.pos();
7665 trail_end = u.pos() + active_pos;
7666 // Actually accessed from the terrain overlay callback `trail_cb` in the
7667 // call to `ui_manager::redraw`.
7668 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7669 trail_end_x = true;
7670 } else {
7671 u.view_offset = stored_view_offset;
7672 trail_start = trail_end = std::nullopt;
7673 }
7675
7677
7678 action = ctxt.handle_input();
7679 } while( action != "QUIT" );
7680
7681 u.view_offset = stored_view_offset;
7682 return game::vmenu_ret::QUIT;
7683}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
std::string list_item_upvote
Definition: game.h:1031
std::string list_item_downvote
Definition: game.h:1032
std::string sFilter
Definition: game.h:1030
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7121
std::vector< iteminfo > info() const
Return all the information about the item and its type as a vector.
Definition: item.cpp:3971
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4127
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9846
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
tripoint example_item_pos
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
temperature_flag
Definition: enums.h:42
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const std::optional< tripoint > &trail_start, const std::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3059
uistatedata uistate
Definition: game.cpp:284
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:6966
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, point p, const std::string &text)
void wprintw(const window &win, const std::string &text)
temperature_flag temperature_flag_for_location(const map &m, const item_location &loc)
Definition: rot.cpp:12
quantity< int, temperature_in_millidegree_celsius_tag > temperature
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, point pos, int height, int width)
Definition: output.cpp:524
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, point offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, map_item_stack::example_item_pos, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), rot::temperature_flag_for_location(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7190 of file game.cpp.

7191{
7192 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7193 // whole reality bubble
7194 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7195
7196 if( mons.empty() && items.empty() ) {
7197 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7198 return;
7199 }
7200
7201 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7202 const auto att_lhs = lhs->attitude_to( u );
7203 const auto att_rhs = rhs->attitude_to( u );
7204
7205 return att_lhs < att_rhs || ( att_lhs == att_rhs
7206 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7207 } );
7208
7209 // If the current list is empty, switch to the non-empty list
7211 if( items.empty() ) {
7212 uistate.vmenu_show_items = false;
7213 }
7214 } else if( mons.empty() ) {
7216 }
7217
7220 while( true ) {
7221 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7224 } else {
7225 break;
7226 }
7227 }
7228
7229 if( ret == game::vmenu_ret::FIRE ) {
7231 }
7233}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7685
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7235
vmenu_ret
Definition: game.h:769
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6889
void temp_exit_fullscreen()
Definition: game.cpp:453
void reenter_fullscreen()
Definition: game.cpp:463
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:717
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:214
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:193
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:183
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:178
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:188
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, point begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:92
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7685 of file game.cpp.

7686{
7687 const int iInfoHeight = 15;
7688 const int width = 45;
7689 int offsetX = 0;
7690 int iMaxRows = 0;
7691
7692 catacurses::window w_monsters;
7693 catacurses::window w_monsters_border;
7694 catacurses::window w_monster_info;
7695 catacurses::window w_monster_info_border;
7696
7697 Creature *cCurMon = nullptr;
7698 tripoint iActivePos;
7699
7700 bool hide_ui = false;
7701
7702 ui_adaptor ui;
7703 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7704 if( hide_ui ) {
7705 ui.position( point_zero, point_zero );
7706 } else {
7707 offsetX = TERMX - width;
7708 iMaxRows = TERMY - iInfoHeight - 1;
7709
7710 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7711 1 ) );
7712 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7713 0 ) );
7714 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7715 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7716 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7717 TERMY - iInfoHeight ) );
7718
7719 if( cCurMon ) {
7720 centerlistview( iActivePos, width );
7721 }
7722
7723 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7724 }
7725 } );
7726 ui.mark_resize();
7727
7728 const int max_gun_range = u.weapon.gun_range( &u );
7729
7730 const tripoint stored_view_offset = u.view_offset;
7732
7733 int iActive = 0; // monster index that we're looking at
7734
7735 std::string action;
7736 input_context ctxt( "LIST_MONSTERS" );
7737 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7738 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7739 ctxt.register_action( "NEXT_TAB" );
7740 ctxt.register_action( "PREV_TAB" );
7741 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7742 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7743 ctxt.register_action( "QUIT" );
7744 if( bVMonsterLookFire ) {
7745 ctxt.register_action( "look" );
7746 ctxt.register_action( "fire" );
7747 }
7748 ctxt.register_action( "HELP_KEYBINDINGS" );
7749
7750 // first integer is the row the attitude category string is printed in the menu
7751 std::map<int, Creature::Attitude> mSortCategory;
7752
7753 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7754 const auto attitude = monster_list[i]->attitude_to( u );
7755 if( attitude != last_attitude ) {
7756 mSortCategory[i + mSortCategory.size()] = attitude;
7757 last_attitude = attitude;
7758 }
7759 }
7760
7761 ui.on_redraw( [&]( const ui_adaptor & ) {
7762 if( !hide_ui ) {
7763 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7764 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7765 true );
7766
7767 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7768 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7769
7770 if( monster_list.empty() ) {
7771 werase( w_monsters );
7772 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7773 _( "You don't see any monsters around you!" ) );
7774 } else {
7775 werase( w_monsters );
7776
7777 const int iNumMonster = monster_list.size();
7778 const int iMenuSize = monster_list.size() + mSortCategory.size();
7779
7780 const int numw = iNumMonster > 999 ? 4 :
7781 iNumMonster > 99 ? 3 :
7782 iNumMonster > 9 ? 2 : 1;
7783
7784 // given the currently selected monster iActive. get the selected row
7785 int iSelPos = iActive;
7786 for( auto &ia : mSortCategory ) {
7787 int index = ia.first;
7788 if( index <= iSelPos ) {
7789 ++iSelPos;
7790 } else {
7791 break;
7792 }
7793 }
7794 int iStartPos = 0;
7795 // use selected row get the start row
7796 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7797
7798 // get first visible monster and category
7799 int iCurMon = iStartPos;
7800 auto CatSortIter = mSortCategory.cbegin();
7801 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7802 ++CatSortIter;
7803 --iCurMon;
7804 }
7805
7806 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7807 for( int y = 0; y < endY; ++y ) {
7808 if( CatSortIter != mSortCategory.cend() ) {
7809 const int iCurPos = iStartPos + y;
7810 const int iCatPos = CatSortIter->first;
7811 if( iCurPos == iCatPos ) {
7812 const std::string cat_name = Creature::get_attitude_ui_data(
7813 CatSortIter->second ).first.translated();
7814 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7815 ++CatSortIter;
7816 continue;
7817 }
7818 }
7819 // select current monster
7820 const auto critter = monster_list[iCurMon];
7821 const bool selected = iCurMon == iActive;
7822 ++iCurMon;
7823 if( critter->sees( g->u ) ) {
7824 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7825 }
7826 bool is_npc = false;
7827 const monster *m = dynamic_cast<monster *>( critter );
7828 const npc *p = dynamic_cast<npc *>( critter );
7829 nc_color name_color = critter->basic_symbol_color();
7830
7831 if( selected ) {
7832 name_color = hilite( name_color );
7833 }
7834
7835 if( m != nullptr ) {
7836 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7837 } else {
7838 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7839 is_npc = true;
7840 }
7841
7842 if( selected && !get_safemode().empty() ) {
7843 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7844
7845 std::string sSafemode;
7846 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7847 sSafemode = _( "<R>emove from safemode Blacklist" );
7848 } else {
7849 sSafemode = _( "<A>dd to safemode Blacklist" );
7850 }
7851
7852 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7853 c_white, c_light_green, sSafemode );
7854 }
7855
7857 std::string sText;
7858
7859 if( m != nullptr ) {
7860 m->get_HP_Bar( color, sText );
7861 } else {
7862 std::tie( sText, color ) =
7863 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7864 }
7865 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7866
7867 if( m != nullptr ) {
7868 const auto att = m->get_attitude();
7869 sText = att.first;
7870 color = att.second;
7871 } else if( p != nullptr ) {
7872 sText = npc_attitude_name( p->get_attitude() );
7873 color = p->symbol_color();
7874 }
7875 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7876
7877 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7878 const int numd = mon_dist > 999 ? 4 :
7879 mon_dist > 99 ? 3 :
7880 mon_dist > 9 ? 2 : 1;
7881
7882 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7883 selected ? c_light_green : c_light_gray,
7884 "%*d %s",
7885 numd, mon_dist,
7886 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7887 }
7888
7889 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7890 iActive + 1 );
7891 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7892
7893 werase( w_monster_info );
7894 if( cCurMon ) {
7895 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
7896 }
7897
7898 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7899 true );
7900
7901 if( bVMonsterLookFire ) {
7902 mvwprintw( w_monster_info_border, point_east, "< " );
7903 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
7904 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
7905
7906 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7907 wprintw( w_monster_info_border, " " );
7908 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
7909 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
7910 }
7911 wprintw( w_monster_info_border, " >" );
7912 }
7913
7914 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
7915 point_south );
7916 }
7917
7918 wnoutrefresh( w_monsters_border );
7919 wnoutrefresh( w_monster_info_border );
7920 wnoutrefresh( w_monsters );
7921 wnoutrefresh( w_monster_info );
7922 }
7923 } );
7924
7925 std::optional<tripoint> trail_start;
7926 std::optional<tripoint> trail_end;
7927 bool trail_end_x = false;
7928 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7929 trail_end_x );
7930 add_draw_callback( trail_cb );
7931
7932 do {
7933 if( action == "UP" ) {
7934 iActive--;
7935 if( iActive < 0 ) {
7936 if( monster_list.empty() ) {
7937 iActive = 0;
7938 } else {
7939 iActive = static_cast<int>( monster_list.size() ) - 1;
7940 }
7941 }
7942 } else if( action == "DOWN" ) {
7943 iActive++;
7944 if( iActive >= static_cast<int>( monster_list.size() ) ) {
7945 iActive = 0;
7946 }
7947 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7948 u.view_offset = stored_view_offset;
7950 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
7951 const auto m = dynamic_cast<monster *>( cCurMon );
7952 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7953
7954 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7956 }
7957 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
7958 if( !get_safemode().empty() ) {
7959 const auto m = dynamic_cast<monster *>( cCurMon );
7960 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7961
7962 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
7964 }
7965 } else if( action == "look" ) {
7966 hide_ui = true;
7967 ui.mark_resize();
7968 look_around();
7969 hide_ui = false;
7970 ui.mark_resize();
7971 } else if( action == "fire" ) {
7972 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7973 u.last_target = shared_from( *cCurMon );
7975 u.view_offset = stored_view_offset;
7976 return game::vmenu_ret::FIRE;
7977 }
7978 }
7979
7980 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
7981 cCurMon = monster_list[iActive];
7982 iActivePos = cCurMon->pos() - u.pos();
7983 centerlistview( iActivePos, width );
7984 trail_start = u.pos();
7985 trail_end = cCurMon->pos();
7986 // Actually accessed from the terrain overlay callback `trail_cb` in the
7987 // call to `ui_manager::redraw`.
7988 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7989 trail_end_x = false;
7990 } else {
7991 cCurMon = nullptr;
7992 iActivePos = tripoint_zero;
7993 u.view_offset = stored_view_offset;
7994 trail_start = trail_end = std::nullopt;
7995 }
7997
7999
8000 action = ctxt.handle_input();
8001 } while( action != "QUIT" );
8002
8003 u.view_offset = stored_view_offset;
8004
8005 return game::vmenu_ret::QUIT;
8006}
double recoil
Definition: character.h:563
nc_color symbol_color() const override
Definition: character.cpp:6003
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1866
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4545
bool bVMonsterLookFire
Definition: game.h:1035
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7357
npc_attitude get_attitude() const
Definition: npc.cpp:3164
weak_ptr_fast< Creature > last_target
Definition: player.h:241
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2565
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, point p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2532 of file game.cpp.

2533{
2536 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2539
2540 using namespace std::placeholders;
2541
2542 const std::string worldpath = get_world_base_save_path() + "/";
2543 const std::string playerpath = worldpath + name.base_path();
2544
2545 // Now load up the master game data; factions (and more?)
2546 load_master();
2547 u = avatar();
2548 u.set_save_id( name.decoded_name() );
2549 u.name = name.decoded_name();
2550 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2551 return false;
2552 }
2553
2555 u.get_avatar_diary()->load();
2556
2558
2559 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2560 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2561
2562#if defined(__ANDROID__)
2563 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2564 std::bind( &game::load_shortcuts, this, _1 ) );
2565#endif
2566
2567 // Now that the player's worn items are updated, their sight limits need to be
2568 // recalculated. (This would be cleaner if u.worn were private.)
2570
2571 if( !gamemode ) {
2572 gamemode = std::make_unique<special_game>();
2573 }
2574
2575 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2576 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2577
2578 init_autosave();
2579 get_auto_pickup().load_character(); // Load character auto pickup rules
2580 get_auto_notes_settings().load(); // Load character auto notes settings
2581 get_safemode().load_character(); // Load character safemode rules
2582 zone_manager::get_manager().load_zones(); // Load character world zones
2583 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2584 JsonIn jsin( stream );
2585 uistate.deserialize( jsin );
2586 } );
2587 reload_npcs();
2592 update_map( u );
2593 for( auto &e : u.inv_dump() ) {
2594 e->set_owner( g->u );
2595 }
2596 // legacy, needs to be here as we access the map.
2597 if( !u.getID().is_valid() ) {
2598 // player does not have a real id, so assign a new one,
2599 u.setID( assign_npc_id() );
2600 // The vehicle stores the IDs of the boarded players, so update it, too.
2601 if( u.in_vehicle ) {
2602 if( const std::optional<vpart_reference> vp = m.veh_at(
2603 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2604 vp->part().passenger_id = u.getID();
2605 }
2606 }
2607 }
2608
2609 // populate calendar caches now, after active world is set, but before we do
2610 // anything else, to ensure they pick up the correct value from the save's
2611 // worldoptions
2612 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2613 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2614
2615 u.reset();
2616
2617 return true;
2618}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:472
std::vector< item * > inv_dump()
Definition: character.cpp:8914
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1610
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3610
Definition: json.h:172
Definition: avatar.h:55
void set_save_id(const std::string &id)
Definition: avatar.h:91
void load_map_memory()
Definition: avatar.cpp:137
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:810
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1894
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:868
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:1952
void load_master()
Definition: game.cpp:2501
void validate_mounted_npcs()
Definition: game.cpp:1909
character_id assign_npc_id()
Definition: game.cpp:3553
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11223
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:1928
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), avatar::set_save_id(), calendar::set_season_length(), Character::setID(), calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), and map::veh_at().

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2508 of file game.cpp.

2509{
2510 world_generator->init();
2511 const WORLDPTR wptr = world_generator->get_world( world );
2512 if( !wptr ) {
2513 return false;
2514 }
2515 if( wptr->world_saves.empty() ) {
2516 debugmsg( "world '%s' contains no saves", world );
2517 return false;
2518 }
2519
2520 try {
2521 world_generator->set_active_world( wptr );
2522 g->setup();
2523 g->load( wptr->world_saves.front() );
2524 } catch( const std::exception &err ) {
2525 debugmsg( "cannot load world '%s': %s", world, err.what() );
2526 return false;
2527 }
2528
2529 return true;
2530}
std::vector< save_t > world_saves
Definition: worldfactory.h:62

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 540 of file game.cpp.

541{
542 // TODO: fix point types
543 load_map( tripoint_abs_sm( pos_sm ), pump_events );
544}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:540
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 546 of file game.cpp.

548{
549 m.load( pos_sm, true, pump_events );
550 grid_tracker_ptr->load( m );
551}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6651

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2501 of file game.cpp.

2502{
2503 using namespace std::placeholders;
2504 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2505 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2506}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 806 of file game.cpp.

807{
808 const int radius = HALF_MAPSIZE - 1;
809 // uses submap coordinates
810 std::vector<shared_ptr_fast<npc>> just_added;
811 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
812 const character_id &id = temp->getID();
813 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
814 [id]( const shared_ptr_fast<npc> &n ) {
815 return n->getID() == id;
816 } );
817 if( found != active_npc.end() ) {
818 continue;
819 }
820 if( temp->is_active() ) {
821 continue;
822 }
823 if( temp->has_companion_mission() ) {
824 continue;
825 }
826
827 const tripoint sm_loc = temp->global_sm_location();
828 // NPCs who are out of bounds before placement would be pushed into bounds
829 // This can cause NPCs to teleport around, so we don't want that
830 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
831 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
832 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
833 continue;
834 }
835
836 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
837 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
838 temp->place_on_map();
839 if( !m.inbounds( temp->pos() ) ) {
840 continue;
841 }
842 // In the rare case the npc was marked for death while
843 // it was on the overmap. Kill it.
844 if( temp->marked_for_death ) {
845 temp->die( nullptr );
846 } else {
847 active_npc.push_back( temp );
848 just_added.push_back( temp );
849 }
850 }
851
852 for( const auto &npc : just_added ) {
853 npc->on_load();
854 }
855
856 npcs_dirty = false;
857}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2678
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 336 of file game.cpp.

337{
338 // UI stuff, not mod-specific per definition
339 inp_mngr.init(); // Load input config JSON
340 // Init mappings for loading the json stuff
342 fullscreen = false;
343 was_fullscreen = false;
344 show_panel_adm = false;
346
347 // These functions do not load stuff from json.
348 // The content they load/initialize is hardcoded into the program.
349 // Therefore they can be loaded here.
350 // If this changes (if they load data from json), they have to
351 // be moved to game::load_mod
352
356}
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:119
bool was_fullscreen
Definition: game.h:1017
bool fullscreen
Definition: game.h:1016
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2191
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ look_around() [1/2]

std::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6537 of file game.cpp.

6538{
6540 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6541 false, false, tripoint_zero, force_3d );
6542 return result.position;
6543}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6545 of file game.cpp.

6548{
6549 bVMonsterLookFire = false;
6550 // TODO: Make this `true`
6551 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6552
6554
6555 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6556 int &lx = lp.x;
6557 int &ly = lp.y;
6558 int &lz = lp.z;
6559
6560 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6561 bool fast_scroll = false;
6562
6563 std::unique_ptr<ui_adaptor> ui;
6564 catacurses::window w_info;
6565 if( show_window ) {
6566 ui = std::make_unique<ui_adaptor>();
6567 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6568 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6570
6571 // If particularly small, base height on panel width irrespective of other elements.
6572 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6573 if( height < panel_width / 2 ) {
6574 height = panel_width / 2;
6575 }
6576
6577 int la_y = 0;
6578 int la_x = TERMX - panel_width;
6579 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6580 if( position == "left" ) {
6581 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6583 } else {
6584 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6585 }
6586 }
6587 int la_h = height;
6588 int la_w = panel_width;
6589 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6590
6591 ui.position_from_window( w_info );
6592 } );
6593 ui->mark_resize();
6594 }
6595
6596 std::string action;
6597 input_context ctxt( "LOOK" );
6598 ctxt.set_iso( true );
6599 ctxt.register_directions();
6600 ctxt.register_action( "COORDINATE" );
6601 ctxt.register_action( "LEVEL_UP" );
6602 ctxt.register_action( "LEVEL_DOWN" );
6603 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6604 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6605 ctxt.register_action( "SELECT" );
6606 if( peeking ) {
6607 ctxt.register_action( "throw_blind" );
6608 }
6609 if( !select_zone ) {
6610 ctxt.register_action( "TRAVEL_TO" );
6611 ctxt.register_action( "LIST_ITEMS" );
6612 }
6613 ctxt.register_action( "MOUSE_MOVE" );
6614 ctxt.register_action( "CENTER" );
6615
6616 ctxt.register_action( "debug_scent" );
6617 ctxt.register_action( "debug_scent_type" );
6618 ctxt.register_action( "debug_temp" );
6619 ctxt.register_action( "debug_visibility" );
6620 ctxt.register_action( "debug_lighting" );
6621 ctxt.register_action( "debug_radiation" );
6622 ctxt.register_action( "debug_submap_grid" );
6623 ctxt.register_action( "debug_hour_timer" );
6624 ctxt.register_action( "CONFIRM" );
6625 ctxt.register_action( "QUIT" );
6626 ctxt.register_action( "HELP_KEYBINDINGS" );
6627 if( use_tiles ) {
6628 ctxt.register_action( "zoom_out" );
6629 ctxt.register_action( "zoom_in" );
6630 }
6631#if defined(TILES)
6632 ctxt.register_action( "toggle_pixel_minimap" );
6633#endif // TILES
6634
6635 const int old_levz = get_levz();
6636 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6637 -OVERMAP_DEPTH );
6638 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6640
6641 m.update_visibility_cache( old_levz );
6643
6644 bool blink = true;
6646
6647 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6648
6649 if( show_window && ui ) {
6650 ui->on_redraw( [&]( const ui_adaptor & ) {
6651 werase( w_info );
6652 draw_border( w_info );
6653
6654 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6655
6656 std::string extended_descr_text = string_format( _( "%s - %s" ),
6657 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6658 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6659 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6660 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6661 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6662#if defined(TILES)
6663 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6664 ctxt.get_desc( "toggle_pixel_minimap" ),
6665 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6666#endif // TILES
6667
6668 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6669 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6670 fast_scroll_text );
6671#if defined(TILES)
6672 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6673 pixel_minimap_text );
6674#endif // TILES
6675
6676 int first_line = 1;
6677 const int last_line = getmaxy( w_info ) - 3;
6678 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6679
6680 wnoutrefresh( w_info );
6681 } );
6682 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6683 draw_look_around_cursor( lp, cache );
6684 } );
6685 add_draw_callback( ter_indicator_cb );
6686 }
6687
6688 std::optional<tripoint> zone_start;
6689 std::optional<tripoint> zone_end;
6690 bool zone_blink = false;
6691 bool zone_cursor = true;
6692 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6693 zone_cursor, is_moving_zone );
6694 add_draw_callback( zone_cb );
6695
6696 is_looking = true;
6697 const tripoint prev_offset = u.view_offset;
6698#if defined(TILES)
6699 const int prev_tileset_zoom = tileset_zoom;
6700 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6701 get_zoom() != 4 ) {
6702 zoom_out();
6703 }
6705#endif
6706 do {
6707 u.view_offset = center - u.pos();
6708 if( select_zone ) {
6709 if( has_first_point ) {
6710 zone_start = start_point;
6711 zone_end = lp;
6712 } else {
6713 zone_start = lp;
6714 zone_end = std::nullopt;
6715 }
6716 // Actually accessed from the terrain overlay callback `zone_cb` in the
6717 // call to `ui_manager::redraw`.
6718 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6719 zone_blink = blink;
6720 }
6721
6722 if( is_moving_zone ) {
6723 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6724 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6725 // Actually accessed from the terrain overlay callback `zone_cb` in the
6726 // call to `ui_manager::redraw`.
6727 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6728 zone_blink = blink;
6729 }
6732 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6733 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6734 }
6735
6736 //Wait for input
6737 // only specify a timeout here if "EDGE_SCROLL" is enabled
6738 // otherwise use the previously set timeout
6739 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6740 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6741 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6742 if( edge_scrolling ) {
6743 action = ctxt.handle_input( scroll_timeout );
6744 } else {
6745 action = ctxt.handle_input();
6746 }
6747 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6748 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6749 blink = true; // Always draw blink symbols when moving cursor
6750 } else if( action == "TIMEOUT" ) {
6751 blink = !blink;
6752 }
6753 if( action == "LIST_ITEMS" ) {
6755 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6756 fast_scroll = !fast_scroll;
6757 } else if( action == "toggle_pixel_minimap" ) {
6759
6760 if( show_window && ui ) {
6761 ui->mark_resize();
6762 }
6763 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6764 if( !allow_zlev_move ) {
6765 continue;
6766 }
6767
6768 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6769 lz = clamp( lz + dz, min_levz, max_levz );
6770 center.z = clamp( center.z + dz, min_levz, max_levz );
6771
6772 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6773 u.view_offset.z = center.z - u.posz();
6775 } else if( action == "TRAVEL_TO" ) {
6776 if( !u.sees( lp ) ) {
6777 add_msg( _( "You can't see that destination." ) );
6778 continue;
6779 }
6780
6781 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6782 if( route.size() > 1 ) {
6783 route.pop_back();
6784 u.set_destination( route );
6785 } else {
6786 add_msg( m_info, _( "You can't travel there." ) );
6787 continue;
6788 }
6789 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6791 display_scent();
6792 }
6793 } else if( action == "debug_temp" ) {
6796 }
6797 } else if( action == "debug_lighting" ) {
6800 }
6801 } else if( action == "debug_transparency" ) {
6804 }
6805 } else if( action == "debug_radiation" ) {
6808 }
6809 } else if( action == "debug_submap_grid" ) {
6810 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6811 } else if( action == "debug_hour_timer" ) {
6813 } else if( action == "EXTENDED_DESCRIPTION" ) {
6815 } else if( action == "CENTER" ) {
6816 center = u.pos();
6817 lp = u.pos();
6818 u.view_offset.z = 0;
6819 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6820 // This block is structured this way so that edge scroll can work
6821 // whether the mouse is moving at the edge or simply stationary
6822 // at the edge. But even if edge scroll isn't in play, there's
6823 // other things for us to do here.
6824
6825 if( edge_scrolling ) {
6826 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6827 } else if( action == "MOUSE_MOVE" ) {
6828 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6829 if( mouse_pos ) {
6830 lx = mouse_pos->x;
6831 ly = mouse_pos->y;
6832 }
6833 }
6834 } else if( std::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6835 if( fast_scroll ) {
6836 vec->x *= soffset;
6837 vec->y *= soffset;
6838 }
6839
6840 lx = lx + vec->x;
6841 ly = ly + vec->y;
6842 center.x = center.x + vec->x;
6843 center.y = center.y + vec->y;
6844 } else if( action == "throw_blind" ) {
6845 result.peek_action = PA_BLIND_THROW;
6846 } else if( action == "zoom_in" ) {
6847 center.x = lp.x;
6848 center.y = lp.y;
6849 zoom_in();
6851 } else if( action == "zoom_out" ) {
6852 center.x = lp.x;
6853 center.y = lp.y;
6854 zoom_out();
6856 }
6857 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6858 action != "throw_blind" );
6859
6860 if( m.has_zlevels() && center.z != old_levz ) {
6861 m.invalidate_map_cache( old_levz );
6862 m.build_map_cache( old_levz );
6863 u.view_offset.z = 0;
6864 }
6865
6866 ctxt.reset_timeout();
6867 u.view_offset = prev_offset;
6868 zone_cb = nullptr;
6869 is_looking = false;
6870
6872 bVMonsterLookFire = true;
6873
6874 if( action == "CONFIRM" || action == "SELECT" ) {
6875 result.position = is_moving_zone ? zone_start : lp;
6876 }
6877
6878#if defined(TILES)
6879 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6880 // Reset the tileset zoom to the previous value
6881 set_zoom( prev_tileset_zoom );
6883 }
6884#endif
6885
6886 return result;
6887}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2079
void set_zoom(int level)
Definition: game.cpp:7044
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5645
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6524
int get_zoom() const
Definition: game.cpp:7056
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5686
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8855
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2159
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const std::optional< tripoint > &zone_start, const std::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3012
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

std::optional< tripoint > game::look_debug ( )

Definition at line 5638 of file game.cpp.

5639{
5640 editmap edit;
5641 return edit.edit();
5642}
std::optional< tripoint > edit()
Definition: editmap.cpp:340

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 2969 of file game.cpp.

2970{
2972 if( ui ) {
2973 ui->mark_resize();
2974 }
2975}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2711 of file game.cpp.

2712{
2713 return *memorial_logger_ptr;
2714}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3660 of file game.cpp.

3661{
3662 const monster_visible_info &mon_visible = u.get_mon_visible();
3663 const auto &unique_types = mon_visible.unique_types;
3664 const auto &unique_mons = mon_visible.unique_mons;
3665 const auto &dangerous = mon_visible.dangerous;
3666
3667 const int width = getmaxx( w ) - 2 * hor_padding;
3668 const int maxheight = getmaxy( w );
3669
3670 const int startrow = 0;
3671
3672 // Print the direction headings
3673 // Reminder:
3674 // 7 0 1 unique_types uses these indices;
3675 // 6 8 2 0-7 are provide by direction_from()
3676 // 5 4 3 8 is used for local monsters (for when we explain them below)
3677
3678 const std::array<std::string, 8> dir_labels = {{
3679 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3680 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3681 }
3682 };
3683 std::array<int, 8> widths;
3684 for( int i = 0; i < 8; i++ ) {
3685 widths[i] = utf8_width( dir_labels[i] );
3686 }
3687 std::array<int, 8> xcoords;
3688 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3689 xcoords[0] = xcoords[4] = width / 3;
3690 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3691 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3692 //for the alignment of the 1,2,3 rows on the right edge
3693 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3694 for( int i = 0; i < 8; i++ ) {
3695 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3696 : ( dangerous[i] ? c_light_red : c_light_gray );
3697 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3698 }
3699
3700 // Print the symbols of all monsters in all directions.
3701 for( int i = 0; i < 8; i++ ) {
3702 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3703
3704 // The list of symbols needs a space on each end.
3705 int symroom = ( width / 3 ) - widths[i] - 2;
3706 const int typeshere_npc = unique_types[i].size();
3707 const int typeshere_mon = unique_mons[i].size();
3708 const int typeshere = typeshere_mon + typeshere_npc;
3709 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3710 nc_color c;
3711 std::string sym;
3712 if( symroom < typeshere && j == symroom - 1 ) {
3713 // We've run out of room!
3714 c = c_white;
3715 sym = "+";
3716 } else if( j < typeshere_npc ) {
3717 switch( unique_types[i][j]->get_attitude() ) {
3718 case NPCATT_KILL:
3719 c = c_red;
3720 break;
3721 case NPCATT_FOLLOW:
3722 c = c_light_green;
3723 break;
3724 default:
3725 c = c_pink;
3726 break;
3727 }
3728 sym = "@";
3729 } else {
3730 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3731 c = mt.color;
3732 sym = mt.sym;
3733 }
3734 mvwprintz( w, pr, c, sym );
3735
3736 pr.x++;
3737 }
3738 }
3739
3740 // Now we print their full names!
3741 struct nearest_loc_and_cnt {
3742 int nearest_loc;
3743 int cnt;
3744 };
3745 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3746 for( int loc = 0; loc < 9; loc++ ) {
3747 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3748 const auto mon_it = all_mons.find( mon.first );
3749 if( mon_it == all_mons.end() ) {
3750 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3751 } else {
3752 // 8 being the nearest location (local monsters)
3753 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3754 mon_it->second.cnt += mon.second;
3755 }
3756 }
3757 }
3758 std::vector<std::pair<const mtype *, int>> mons_at[9];
3759 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3760 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3761 }
3762
3763 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3764 // is blank.
3765 point pr( hor_padding, 4 + startrow );
3766
3767 // Print monster names, starting with those at location 8 (nearby).
3768 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3769 // Separate names by some number of spaces (more for local monsters).
3770 int namesep = ( j == 8 ? 2 : 1 );
3771 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3772 const mtype *const type = mon.first;
3773 const int count = mon.second;
3774 if( pr.y >= maxheight ) {
3775 // no space to print to anyway
3776 break;
3777 }
3778
3779 const mtype &mt = *type;
3780 std::string name = mt.nname( count );
3781 // Some languages don't have plural forms, but we want to always
3782 // omit 1.
3783 if( count != 1 ) {
3784 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3785 count, name );
3786 }
3787
3788 // Move to the next row if necessary. (The +2 is for the "Z ").
3789 if( pr.x + 2 + utf8_width( name ) >= width ) {
3790 pr.y++;
3791 pr.x = hor_padding;
3792 }
3793
3794 if( pr.y < maxheight ) { // Don't print if we've overflowed
3795 mvwprintz( w, pr, mt.color, mt.sym );
3796 pr.x += 2; // symbol and space
3797 nc_color danger = c_dark_gray;
3798 if( mt.difficulty >= 30 ) {
3799 danger = c_red;
3800 } else if( mt.difficulty >= 16 ) {
3801 danger = c_light_red;
3802 } else if( mt.difficulty >= 8 ) {
3803 danger = c_white;
3804 } else if( mt.agro > 0 ) {
3805 danger = c_light_gray;
3806 }
3807 mvwprintz( w, pr, danger, name );
3808 pr.x += utf8_width( name ) + namesep;
3809 }
3810 }
3811 }
3812}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3814 of file game.cpp.

3815{
3816 int newseen = 0;
3817 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3818 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3819 safe_proxy_dist;
3820
3821 monster_visible_info &mon_visible = u.get_mon_visible();
3822 auto &new_seen_mon = mon_visible.new_seen_mon;
3823 auto &unique_types = mon_visible.unique_types;
3824 auto &unique_mons = mon_visible.unique_mons;
3825 auto &dangerous = mon_visible.dangerous;
3826
3827 // 7 0 1 unique_types uses these indices;
3828 // 6 8 2 0-7 are provide by direction_from()
3829 // 5 4 3 8 is used for local monsters (for when we explain them below)
3830 for( auto &t : unique_types ) {
3831 t.clear();
3832 }
3833 for( auto &m : unique_mons ) {
3834 m.clear();
3835 }
3836 std::fill( dangerous, dangerous + 8, false );
3837
3838 const tripoint view = u.pos() + u.view_offset;
3839 new_seen_mon.clear();
3840
3841 // TODO: no reason to have it static here
3842 static time_point previous_turn = calendar::start_of_cataclysm;
3843 const time_duration sm_ignored_time = time_duration::from_turns(
3844 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3845
3847 monster *m = dynamic_cast<monster *>( c );
3848 npc *p = dynamic_cast<npc *>( c );
3849 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
3850 const int mx = POSX + ( c->posx() - view.x );
3851 const int my = POSY + ( c->posy() - view.y );
3852 int index = 8;
3853 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
3854 // for compatibility with old code, see diagram below, it explains the values for index,
3855 // also might need revisiting one z-levels are in.
3856 switch( dir_to_mon ) {
3860 index = 7;
3861 break;
3863 case direction::NORTH:
3865 index = 0;
3866 break;
3870 index = 1;
3871 break;
3873 case direction::WEST:
3875 index = 6;
3876 break;
3878 case direction::CENTER:
3880 index = 8;
3881 break;
3883 case direction::EAST:
3885 index = 2;
3886 break;
3890 index = 5;
3891 break;
3893 case direction::SOUTH:
3895 index = 4;
3896 break;
3900 index = 3;
3901 break;
3902 }
3903 }
3904
3905 rule_state safemode_state = RULE_NONE;
3906 const bool safemode_empty = get_safemode().empty();
3907
3908 if( m != nullptr ) {
3909 //Safemode monster check
3910 monster &critter = *m;
3911
3912 const monster_attitude matt = critter.attitude( &u );
3913 const int mon_dist = rl_dist( u.pos(), critter.pos() );
3914 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
3915
3916 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3917 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
3918 if( index < 8 && critter.sees( g->u ) ) {
3919 dangerous[index] = true;
3920 }
3921
3922 if( !safemode_empty || mon_dist <= iProxyDist ) {
3923 bool passmon = false;
3924 if( critter.ignoring > 0 ) {
3925 if( safe_mode != SAFE_MODE_ON ) {
3926 critter.ignoring = 0;
3927 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
3928 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
3929 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
3930 passmon = true;
3931 }
3932 critter.lastseen_turn = calendar::turn;
3933 }
3934
3935 if( !passmon ) {
3936 newseen++;
3937 new_seen_mon.push_back( shared_from( critter ) );
3938 }
3939 }
3940 }
3941
3942 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
3943 const auto mon_it = std::find_if( vec.begin(), vec.end(),
3944 [&]( const std::pair<const mtype *, int> &elem ) {
3945 return elem.first == critter.type;
3946 } );
3947 if( mon_it == vec.end() ) {
3948 vec.emplace_back( critter.type, 1 );
3949 } else {
3950 mon_it->second++;
3951 }
3952 } else if( p != nullptr ) {
3953 //Safe mode NPC check
3954
3955 const int npc_dist = rl_dist( u.pos(), p->pos() );
3956 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
3957 npc_dist );
3958
3959 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3960 p->get_attitude() == NPCATT_KILL ) ) {
3961 if( !safemode_empty || npc_dist <= iProxyDist ) {
3962 newseen++;
3963 }
3964 }
3965 unique_types[index].push_back( p );
3966 }
3967 }
3968
3969 if( newseen > mostseen ) {
3970 if( newseen - mostseen == 1 ) {
3971 if( !new_seen_mon.empty() ) {
3972 monster &critter = *new_seen_mon.back();
3974 string_format( _( "%s spotted!" ), critter.name() ) );
3975 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
3976 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
3978 u.add_effect( effect_adrenaline_mycus, 30_minutes );
3979 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
3980 // Triffids present. We ain't got TIME to adrenaline comedown!
3981 u.add_effect( effect_adrenaline_mycus, 15_minutes );
3982 u.mod_pain( 3 ); // Does take it out of you, though
3983 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
3984 }
3985 }
3986 } else {
3987 //Hostile NPC
3989 _( "Hostile survivor spotted!" ) );
3990 }
3991 } else {
3993 }
3995 if( safe_mode == SAFE_MODE_ON ) {
3997 }
3998 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
3999 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4000 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4001 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4003 add_msg( m_info, _( "Safe mode ON!" ) );
4004 }
4005 }
4006
4007 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4009 }
4010
4011 previous_turn = calendar::turn;
4012 mostseen = newseen;
4013}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1256
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:203
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1700
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1095
std::optional< time_point > lastseen_turn
Definition: monster.h:505
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2093
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
bool is_valid_in_w_terrain(point p)
Definition: game.cpp:286
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, Character::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4050 of file game.cpp.

4051{
4052 cleanup_dead();
4053
4054 for( monster &critter : all_monsters() ) {
4055 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4056 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4057 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4058 critter.pos().to_string(), m.tername( critter.pos() ) );
4059 dbg( DL::Error ) << msg;
4060 add_msg( m_debug, msg );
4061 bool okay = false;
4062 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4063 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4064 critter.setpos( dest );
4065 okay = true;
4066 break;
4067 }
4068 }
4069 if( !okay ) {
4070 // die of "natural" cause (overpopulation is natural)
4071 critter.die( nullptr );
4072 }
4073 }
4074
4075 if( !critter.is_dead() ) {
4076 critter.process_items();
4077 }
4078
4079 if( !critter.is_dead() ) {
4080 critter.process_turn();
4081 }
4082
4083 m.creature_in_field( critter );
4084 if( calendar::once_every( 1_days ) ) {
4085 if( critter.has_flag( MF_MILKABLE ) ) {
4086 critter.refill_udders();
4087 }
4088 critter.try_reproduce();
4089 }
4090 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4091 critter.made_footstep = false;
4092 // Controlled critters don't make their own plans
4093 if( !critter.has_effect( effect_ai_controlled ) ) {
4094 // Formulate a path to follow
4095 critter.plan();
4096 }
4097 critter.move(); // Move one square, possibly hit u
4098 critter.process_triggers();
4099 m.creature_in_field( critter );
4100 }
4101
4102 const bionic_id bio_alarm( "bio_alarm" );
4103 if( !critter.is_dead() &&
4104 u.has_active_bionic( bio_alarm ) &&
4105 u.get_power_level() >= bio_alarm->power_trigger &&
4106 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4107 !critter.is_hallucination() ) {
4108 u.mod_power_level( -bio_alarm->power_trigger );
4109 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4111 _( "Your motion alarm goes off!" ) );
4112 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4113 u.wake_up();
4114 }
4115 }
4116 }
4117
4118 cleanup_dead();
4119
4120 // The remaining monsters are all alive, but may be outside of the reality bubble.
4121 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4122 // monster::die function is not called.
4123 for( monster &critter : all_monsters() ) {
4124 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4125 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4126 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4127 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4128 despawn_monster( critter );
4129 }
4130 }
4131
4132 // Now, do active NPCs.
4133 for( npc &guy : g->all_npcs() ) {
4134 int turns = 0;
4135 if( guy.is_mounted() ) {
4136 guy.check_mount_is_spooked();
4137 }
4138 m.creature_in_field( guy );
4139 if( !guy.has_effect( effect_npc_suspend ) ) {
4140 guy.process_turn();
4141 }
4142 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4143 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4144 ) {
4145 int moves = guy.moves;
4146 guy.move();
4147 if( moves == guy.moves ) {
4148 // Count every time we exit npc::move() without spending any moves.
4149 turns++;
4150 }
4151
4152 // Turn on debug mode when in infinite loop
4153 // It has to be done before the last turn, otherwise
4154 // there will be no meaningful debug output.
4155 if( turns == 9 ) {
4156 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4157 guy.name );
4158 debug_mode = true;
4159 }
4160 }
4161
4162 // If we spun too long trying to decide what to do (without spending moves),
4163 // Invoke cognitive suspension to prevent an infinite loop.
4164 if( turns == 10 ) {
4165 add_msg( _( "%s faints!" ), guy.name );
4166 guy.reboot();
4167 }
4168
4169 if( !guy.is_dead() ) {
4170 guy.npc_update_body();
4171 }
4172 }
4173 cleanup_dead();
4174}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1905
units::energy get_power_level() const
Definition: character.cpp:1885
void wake_up()
Definition: avatar.cpp:958
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), bionic_data::power_trigger, rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2026 of file game.cpp.

2028{
2029 const int rate = get_option<int>( "EDGE_SCROLL" );
2030 auto ret = std::make_pair( tripoint_zero, last );
2031 if( rate == -1 ) {
2032 // Fast return when the option is disabled.
2033 return ret;
2034 }
2035 // Ensure the parameters are used even if the #if below is false
2036 ( void ) ctxt;
2037 ( void ) speed;
2038 ( void ) iso;
2039#if (defined TILES || defined _WIN32 || defined WINDOWS)
2040 auto now = std::chrono::steady_clock::now();
2041 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2042 return ret;
2043 } else {
2045 }
2046 const input_event event = ctxt.get_raw_input();
2047 if( event.type == CATA_INPUT_MOUSE ) {
2048 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2049 if( event.mouse_pos.x <= threshold.x ) {
2050 ret.first.x -= speed;
2051 if( iso ) {
2052 ret.first.y -= speed;
2053 }
2054 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2055 ret.first.x += speed;
2056 if( iso ) {
2057 ret.first.y += speed;
2058 }
2059 }
2060 if( event.mouse_pos.y <= threshold.y ) {
2061 ret.first.y -= speed;
2062 if( iso ) {
2063 ret.first.x += speed;
2064 }
2065 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2066 ret.first.y += speed;
2067 if( iso ) {
2068 ret.first.x -= speed;
2069 }
2070 }
2071 ret.second = ret.first;
2072 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2073 ret.first = ret.second;
2074 }
2075#endif
2076 return ret;
2077}
@ CATA_INPUT_TIMEOUT
Definition: input.h:77
@ CATA_INPUT_MOUSE
Definition: input.h:80

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2088 of file game.cpp.

2089{
2090 // overmap has no iso mode
2094 return ret.first;
2095}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2026
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1069
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1070

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2079 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2463 of file game.cpp.

2464{
2465 const std::string save_dir = get_world_base_save_path();
2466 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2467 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2468 const std::string &prefix = base64_encode( u.get_save_id() ) + ".";
2469
2470 if( !assure_dir_exist( graveyard_dir ) ) {
2471 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2472 }
2473
2474 if( !assure_dir_exist( graveyard_save_dir ) ) {
2475 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2476 }
2477
2478 const auto save_files = get_files_from_path( prefix, save_dir );
2479 if( save_files.empty() ) {
2480 debugmsg( "could not find save files in '%s'", save_dir );
2481 }
2482
2483 for( const auto &src_path : save_files ) {
2484 const std::string dst_path = graveyard_save_dir +
2485 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2486
2487 if( rename_file( src_path, dst_path ) ) {
2488 continue;
2489 }
2490
2491 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2492
2493 if( remove_file( src_path ) ) {
2494 continue;
2495 }
2496
2497 debugmsg( "could not remove file '%s'", src_path );
2498 }
2499}
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:366
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), avatar::get_save_id(), get_world_base_save_path(), PATH_INFO::graveyarddir(), prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5105 of file game.cpp.

5106{
5107 const optional_vpart_position vp = m.veh_at( u.pos() );
5108 if( !vp ) {
5109 debugmsg( "Tried to exit non-existent vehicle." );
5110 return;
5111 }
5112 vehicle *const veh = &vp->vehicle();
5113 if( u.pos() == dest_loc ) {
5114 debugmsg( "Need somewhere to dismount towards." );
5115 return;
5116 }
5117 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5118 // TODO:: make dir() const correct!
5119 const units::angle d = ray.dir();
5120 add_msg( _( "You dive from the %s." ), veh->name );
5121 m.unboard_vehicle( u.pos() );
5122 u.moves -= 200;
5123 // Dive three tiles in the direction of tox and toy
5124 fling_creature( &u, d, 30, true );
5125 // Hit the ground according to vehicle speed
5126 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5127 if( veh->velocity > 0 ) {
5128 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5129 } else {
5130 fling_creature( &u, veh->face.dir() + 180_degrees,
5131 -( veh->velocity ) / static_cast<float>( 100 ) );
5132 }
5133 }
5134}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9721

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3479 of file game.cpp.

3480{
3481 // ignore while underground or above limits
3482 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3483 return LIGHT_AMBIENT_MINIMAL;
3484 }
3485
3486 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3487 // Already found the light level for now?
3488 return latest_lightlevels[zlev];
3489 }
3490
3491 float ret = LIGHT_AMBIENT_MINIMAL;
3492
3493 // Sunlight/moonlight related stuff
3495 if( !weather.lightning_active ) {
3497 } else {
3498 // Recent lightning strike has lit the area
3500 }
3501
3503
3504 // Artifact light level changes here. Even though some of these only have an effect
3505 // aboveground it is cheaper performance wise to simply iterate through the entire
3506 // list once instead of twice.
3507 float mod_ret = -1;
3508 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3509 // will trump a lower one.
3510 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3511 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3512 const time_duration left = e->when - calendar::turn;
3513 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3514 if( left > 25_turns ) {
3515 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3516 // and the last 25 scale back towards normal.
3517 } else {
3518 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3519 }
3520 }
3522 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3523 mod_ret = std::max<float>( ret, default_daylight_level() );
3524 }
3525 // If we had a changed light level due to an artifact event then it overwrites
3526 // the natural light level.
3527 if( mod_ret > -1 ) {
3528 ret = mod_ret;
3529 }
3530
3531 // Cap everything to our minimum light level
3532 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3533
3534 latest_lightlevels[zlev] = ret;
3535
3536 return ret;
3537}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1042
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5236 of file game.cpp.

5237{
5238 enum choices : int {
5239 talk = 0,
5240 swap_pos,
5241 push,
5242 examine_wounds,
5243 use_item,
5244 sort_armor,
5245 attack,
5246 disarm,
5247 steal
5248 };
5249
5250 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5251
5252 uilist amenu;
5253
5254 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5255 amenu.addentry( talk, true, 't', _( "Talk" ) );
5256 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5257 !u.is_mounted(), 's', _( "Swap positions" ) );
5258 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5259 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5260 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5261 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5262 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5263 if( !who.is_player_ally() ) {
5264 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5265 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5266 }
5267
5268 amenu.query();
5269
5270 const int choice = amenu.ret;
5271 if( choice == talk ) {
5272 who.talk_to_u();
5273 } else if( choice == swap_pos ) {
5274 if( !prompt_dangerous_tile( who.pos() ) ) {
5275 return true;
5276 }
5277 // TODO: Make NPCs protest when displaced onto dangerous crap
5278 add_msg( _( "You swap places with %s." ), who.name );
5279 swap_critters( u, who );
5280 // TODO: Make that depend on stuff
5281 u.mod_moves( -200 );
5282 } else if( choice == push ) {
5283 // TODO: Make NPCs protest when displaced onto dangerous crap
5284 tripoint oldpos = who.pos();
5285 who.move_away_from( u.pos(), true );
5286 u.mod_moves( -20 );
5287 if( oldpos != who.pos() ) {
5288 add_msg( _( "%s moves out of the way." ), who.name );
5289 } else {
5290 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5291 }
5292 } else if( choice == examine_wounds ) {
5293 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5294
5295 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5296 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5297 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5298 0.0f, 0.0f );
5299 } else if( choice == use_item ) {
5300 static const std::string heal_string( "heal" );
5301 const auto will_accept = []( const item & it ) {
5302 const auto use_fun = it.get_use( heal_string );
5303 if( use_fun == nullptr ) {
5304 return false;
5305 }
5306
5307 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5308
5309 return actor != nullptr &&
5310 actor->limb_power >= 0 &&
5311 actor->head_power >= 0 &&
5312 actor->torso_power >= 0;
5313 };
5314 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5315
5316 if( !loc ) {
5317 add_msg( _( "Never mind" ) );
5318 return false;
5319 }
5320 item &used = *loc;
5321 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5322 if( did_use ) {
5323 // Note: exiting a body part selection menu counts as use here
5324 u.mod_moves( -300 );
5325 }
5326 } else if( choice == sort_armor ) {
5327 show_armor_layers_ui( who );
5328 u.mod_moves( -100 );
5329 } else if( choice == attack ) {
5330 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5331 u.melee_attack( who, true );
5332 who.on_attacked( u );
5333 }
5334 } else if( choice == disarm ) {
5335 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5337 }
5338 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5340 }
5341
5342 return true;
5343}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5712
bool in_sleep_state() const override
Definition: character.cpp:9275
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:387
int per_cur
Definition: character.h:259
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8661
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4731
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:733
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1457
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2524
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
void try_disarm_npc(avatar &you, npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2320
void try_steal_from_npc(avatar &you, npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2396
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:610

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, show_armor_layers_ui(), skill_firstaid, game_menus::inv::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4677 of file game.cpp.

4678{
4679 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4680}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9679 of file game.cpp.

9680{
9681 // TODO: Move this to a character method
9682 if( !u.is_mounted() ) {
9683 const item muscle( "muscle" );
9684 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9685 if( u.has_active_bionic( bid ) ) {// active power gen
9686 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9687 } else if( u.has_bionic( bid ) ) {// passive power gen
9688 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9689 }
9690 }
9691 const bionic_id bio_jointservo( "bio_jointservo" );
9693 if( u.movement_mode_is( CMM_RUN ) ) {
9695 } else {
9697 }
9698 }
9699 }
9700
9701 if( u.movement_mode_is( CMM_RUN ) ) {
9702 if( !u.can_run() ) {
9704 }
9705 }
9706
9707 // apply martial art move bonuses
9708 u.martial_arts_data->ma_onmove_effects( u );
9709
9711}
static const bionic_id bio_jointservo("bio_jointservo")
@ CMM_RUN
Definition: character.h:102
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1250
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1540
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1846
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1795
void do_ambient()
Definition: sounds.cpp:1614
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References bio_jointservo, Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), bionic_data::power_trigger, avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9713 of file game.cpp.

9714{
9715#if defined(TILES)
9716 tilecontext->on_options_changed();
9717#endif
9718 grid_tracker_ptr->on_options_changed();
9719}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1494 of file handle_action.cpp.

1495{
1496 uilist as_m;
1497
1498 as_m.text = _( "What do you want to consume?" );
1499
1500 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1501 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1502 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1503 as_m.query();
1504
1505 switch( as_m.ret ) {
1506 case 0:
1508 break;
1509 case 1:
1511 break;
1512 case 2:
1514 break;
1515 default:
1516 break;
1517 }
1518}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4176 of file game.cpp.

4177{
4178 std::vector<npc *> travelling_npcs;
4179 static constexpr int move_search_radius = 600;
4180 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4181 if( !elem ) {
4182 continue;
4183 }
4184 npc *npc_to_add = elem.get();
4185 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4186 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4187 travelling_npcs.push_back( npc_to_add );
4188 }
4189 }
4190 for( auto &elem : travelling_npcs ) {
4191 if( elem->has_omt_destination() ) {
4192 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4193 //recalculate path, we got distracted doing something else probably
4194 elem->omt_path.clear();
4195 }
4196 if( elem->omt_path.empty() ) {
4197 const tripoint_abs_omt &from = elem->global_omt_location();
4198 const tripoint_abs_omt &to = elem->goal;
4199 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4201 if( elem->omt_path.empty() ) {
4202 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4203 elem->get_name(), from.to_string(), to.to_string() );
4204 elem->goal = npc::no_goal_point;
4205 elem->mission = NPC_MISSION_NULL;
4206 }
4207 } else {
4208 if( elem->omt_path.back() == elem->global_omt_location() ) {
4209 elem->omt_path.pop_back();
4210 }
4211 // TODO: fix point types
4212 elem->travel_overmap(
4213 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4214 }
4215 reload_npcs();
4216 }
4217 }
4218 return;
4219}
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1803
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1297
bool is_active() const
Definition: npc.cpp:2211
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:142
@ NPC_MISSION_TRAVELLING
Definition: npc.h:154
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5596 of file game.cpp.

5597{
5598 const std::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5599 if( !p ) {
5600 return;
5601 }
5602
5603 if( p->z != 0 ) {
5604 const tripoint old_pos = u.pos();
5605 vertical_move( p->z, false, true );
5606
5607 if( old_pos != u.pos() ) {
5608 look_around();
5609 vertical_move( p->z * -1, false, true );
5610 }
5611 return;
5612 }
5613
5614 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5615 return;
5616 }
5617
5618 peek( u.pos() + *p );
5619}
std::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:984

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5621 of file game.cpp.

5622{
5623 u.moves -= 200;
5624 tripoint prev = u.pos();
5625 u.setpos( p );
5626 tripoint center = p;
5627 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5628 true );
5629 u.setpos( prev );
5630
5631 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5632 item_location loc;
5633 avatar_action::plthrow( u, loc, p );
5634 }
5636}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11010 of file game.cpp.

11011{
11012 if( !calendar::once_every( 1_hours ) ) {
11013 return;
11014 }
11015 // Create a new NPC?
11016 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11017 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11018 return;
11019 }
11020
11021 float density = get_option<float>( "NPC_DENSITY" );
11022 static constexpr int density_search_radius = 60;
11023 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11024 if( npc_num > 0.0 ) {
11025 // 100%, 80%, 64%, 52%, 41%, 33%...
11026 density *= std::pow( 0.8f, npc_num );
11027 }
11028
11029 if( !x_in_y( density, 100 ) ) {
11030 return;
11031 }
11032 bool spawn_allowed = false;
11034 int counter = 0;
11035 while( !spawn_allowed ) {
11036 if( counter >= 10 ) {
11037 return;
11038 }
11039 static constexpr int radius_spawn_range = 120;
11040 const tripoint_abs_omt u_omt = u.global_omt_location();
11041 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11042 rng( -radius_spawn_range, radius_spawn_range ) );
11043 spawn_point.z() = 0;
11044 const oter_id oter = overmap_buffer.ter( spawn_point );
11045 // shouldn't spawn on lakes or rivers.
11046 if( !is_river_or_lake( oter ) ) {
11047 spawn_allowed = true;
11048 }
11049 counter += 1;
11050 }
11051 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11052 tmp->randomize();
11053 std::string new_fac_id = "solo_";
11054 new_fac_id += tmp->name;
11055 // create a new "lone wolf" faction for this one NPC
11056 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11057 faction_id( "no_faction" ) );
11058 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11059 // adds the npc to the correct overmap.
11060 // Only spawn random NPCs on z-level 0
11061 // TODO: fix point types
11062 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11063 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11065 tmp->form_opinion( u );
11066 tmp->mission = NPC_MISSION_NULL;
11067 tmp->long_term_goal_action();
11068 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11069 tmp->getID() ) );
11070 // This will make the new NPC active- if its nearby to the player
11071 load_npcs();
11072}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(point p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9411 of file game.cpp.

9412{
9413 if( dest_loc.z != u.posz() && !via_ramp ) {
9414 // No vertical phasing yet
9415 return false;
9416 }
9417
9418 //probability travel through walls but not water
9419 tripoint dest = dest_loc;
9420 // tile is impassable
9421 int tunneldist = 0;
9422 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9423 while( m.impassable( dest ) ||
9424 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9425 //add 1 to tunnel distance for each impassable tile in the line
9426 tunneldist += 1;
9427 //Being dimensionally anchored prevents quantum shenanigans.
9428 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9430 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9431 return false;
9432 }
9433 if( tunneldist > 24 ) {
9434 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9435 return false;
9436 }
9437
9438 dest.x += d.x;
9439 dest.y += d.y;
9440 }
9441
9443
9444 if( tunneldist != 0 ) {
9445 // -1 because power_cost for the first tile was already taken up by the bionic's activation
9446 if( ( tunneldist - 1 ) * power_cost > u.get_power_level() ) {
9447 // oops, not enough energy! Tunneling costs set amount of bionic power per impassable tile
9448 if( tunneldist * power_cost > u.get_max_power_level() ) {
9449 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9450 } else {
9451 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %s of bionic power to travel that thickness of material." ),
9452 units::display( power_cost * tunneldist ) );
9453 }
9454 return false;
9455 }
9456
9457 if( u.in_vehicle ) {
9458 m.unboard_vehicle( u.pos() );
9459 }
9460
9461 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9462 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9463 u.mod_power_level( -( ( tunneldist - 1 ) * power_cost ) );
9464 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9465 u.moves -= ( 50 + ( tunneldist * 50 ) );
9466 u.setpos( dest );
9467
9468 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9469 m.board_vehicle( u.pos(), &u );
9470 }
9471
9472 u.grab( OBJECT_NONE );
9474 m.creature_on_trap( u );
9475 return true;
9476 }
9477
9478 return false;
9479}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3231
units::energy get_max_power_level() const
Definition: character.cpp:1890
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1207
void on_move_effects()
Definition: game.cpp:9679
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1107
constexpr int sgn(const T x)
Definition: enums.h:8
static const bionic_id bio_probability_travel("bio_probability_travel")
std::string display(const units::energy v)
Definition: units.cpp:59
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37

References _, add_msg(), player::add_msg_if_player(), bio_probability_travel, map::board_vehicle(), map::creature_on_trap(), critter_at(), units::display(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), bionic_data::power_activate, Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5567 of file game.cpp.

5568{
5569 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5570 _( "There is nothing to pick up nearby." ),
5571 ACTION_PICKUP, false );
5572 if( !examp_ ) {
5573 return;
5574 }
5575 pickup( *examp_ );
5576}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5578 of file game.cpp.

5579{
5580 // Highlight target
5581 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5582 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5583 } );
5584 add_draw_callback( hilite_cb );
5585
5586 pickup::pick_up( p, 0 );
5587}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5589 of file game.cpp.

5590{
5591 pickup::pick_up( u.pos(), 1 );
5592}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4625 of file game.cpp.

4626{
4627 // TODO: change this into an assert, it must never happen.
4628 if( id.is_null() ) {
4629 return nullptr;
4630 }
4631 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4632}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4625

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4634 of file game.cpp.

4638{
4639 std::optional<tripoint> where;
4640 if( forced || can_place_monster( *mon, center ) ) {
4641 where = center;
4642 }
4643
4644 // This loop ensures the monster is placed as close to the center as possible,
4645 // but all places that equally far from the center have the same probability.
4646 for( int r = 1; r <= radius && !where; ++r ) {
4648 }
4649
4650 if( !where ) {
4651 return nullptr;
4652 }
4653 mon->spawn( *where );
4654 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4655}
static std::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4607
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4591

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4615 of file game.cpp.

4616{
4617 return place_critter_around( id, p, 0 );
4618}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4620 of file game.cpp.

4621{
4622 return place_critter_around( mon, p, 0 );
4623}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4657 of file game.cpp.

4658{
4659 // TODO: change this into an assert, it must never happen.
4660 if( id.is_null() ) {
4661 return nullptr;
4662 }
4663 return place_critter_within( make_shared_fast<monster>( id ), range );
4664}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4657

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4666 of file game.cpp.

4668{
4669 const std::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4670 if( !where ) {
4671 return nullptr;
4672 }
4673 mon->spawn( *where );
4674 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4675}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9049 of file game.cpp.

9050{
9051 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9052 if( const std::optional<std::string> label = vp1.get_label() ) {
9053 add_msg( m_info, _( "Label here: %s" ), *label );
9054 }
9055 std::string signage = m.get_signage( dest_loc );
9056 if( !signage.empty() ) {
9057 if( !u.has_trait( trait_ILLITERATE ) ) {
9058 add_msg( m_info, _( "The sign says: %s" ), signage );
9059 } else {
9060 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9061 }
9062 }
9063 if( m.has_graffiti_at( dest_loc ) ) {
9064 if( !u.has_trait( trait_ILLITERATE ) ) {
9065 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9066 } else {
9067 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9068 }
9069 }
9070 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9071 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9072 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9073 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9074 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9075 dest_loc ) );
9076 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9077 }
9078 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9079 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9080 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9081 dest_loc ) );
9082 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9083 }
9084 }
9085 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9086 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9087 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9088 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9089 if( u.is_mounted() ) {
9090 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9091 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9092 } else {
9093 const bodypart_id bp = u.get_random_body_part();
9094 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9095 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9096 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9097 body_part_name_accusative( bp->token ),
9098 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9099 dest_loc ) );
9100 }
9101 }
9102 }
9103 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9104 u.add_effect( effect_bouldering, 1_turns, num_bp );
9105 } else if( u.has_effect( effect_bouldering ) ) {
9107 }
9108 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9109 u.add_effect( effect_no_sight, 1_turns, num_bp );
9110 } else if( u.has_effect( effect_no_sight ) ) {
9112 }
9113
9114 // If we moved out of the nonant, we need update our map data
9115 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9116 add_msg( _( "The water puts out the flames!" ) );
9118 if( u.is_mounted() ) {
9119 monster *mon = u.mounted_creature.get();
9120 if( mon->has_effect( effect_onfire ) ) {
9122 }
9123 }
9124 }
9125
9126 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9127 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9128 // Immobile monsters can't be displaced.
9129 monster &critter = *mon_ptr;
9130 // TODO: handling for ridden creatures other than players mount.
9131 if( !critter.has_effect( effect_ridden ) ) {
9132 if( u.is_mounted() ) {
9133 std::vector<tripoint> valid;
9134 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9135 if( is_empty( jk ) ) {
9136 valid.push_back( jk );
9137 }
9138 }
9139 if( !valid.empty() ) {
9140 critter.move_to( random_entry( valid ) );
9141 add_msg( _( "You push the %s out of the way." ), critter.name() );
9142 } else {
9143 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9144 return u.pos().xy();
9145 }
9146 } else {
9147 critter.move_to( u.pos(), false,
9148 true ); // Force the movement even though the player is there right now.
9149 add_msg( _( "You displace the %s." ), critter.name() );
9150 }
9151 } else if( !u.has_effect( effect_riding ) ) {
9152 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9153 return u.pos().xy();
9154 }
9155 }
9156
9157 // If the player is in a vehicle, unboard them from the current part
9158 if( u.in_vehicle ) {
9159 m.unboard_vehicle( u.pos() );
9160 }
9161 // Move the player
9162 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9163 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9164 vertical_shift( dest_loc.z );
9165 }
9166
9167 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9168 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9169 vp1 ) ) {
9170 u.stop_hauling();
9171 }
9172 u.setpos( dest_loc );
9173 if( u.is_mounted() ) {
9174 monster *mon = u.mounted_creature.get();
9175 mon->setpos( dest_loc );
9176 mon->process_triggers();
9177 m.creature_in_field( *mon );
9178 }
9179 point submap_shift = update_map( u );
9180 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9181 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9182 // If you must use it you can calculate the position in the new, shifted system with
9183 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9184
9185 //Auto pulp or butcher and Auto foraging
9186 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9188
9189 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9190 if( forage_type != "off" ) {
9191 const auto forage = [&]( const tripoint & pos ) {
9192 const auto &xter_t = m.ter( pos ).obj().examine;
9193 const auto &xfurn_t = m.furn( pos ).obj().examine;
9194 const bool forage_everything = forage_type == "both";
9195 const bool forage_bushes = forage_everything || forage_type == "bushes";
9196 const bool forage_trees = forage_everything || forage_type == "trees";
9197 if( xter_t == &iexamine::none && xfurn_t == &iexamine::none ) {
9198 return;
9199 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9200 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9201 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9202 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9203 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9204 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9205 ) {
9206 xter_t( u, pos );
9207 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9208 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9209 ) {
9210 xfurn_t( u, pos );
9211 }
9212 };
9213
9214 for( auto &elem : adjacentDir ) {
9215 forage( u.pos() + direction_XY( elem ) );
9216 }
9217 }
9218
9219 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9220 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9221 std::vector<item *> corpses;
9222
9223 for( item &it : m.i_at( u.pos() ) ) {
9224 corpses.push_back( &it );
9225 }
9226
9227 if( !corpses.empty() ) {
9228 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9229 for( item *it : corpses ) {
9230 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9231 }
9232 }
9233 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9234 const auto pulp = [&]( const tripoint & pos ) {
9235 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9236 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9237 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9239 u.activity.placement = m.getabs( pos );
9240 u.activity.auto_resume = true;
9241 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9242 return;
9243 }
9244 }
9245 };
9246
9247 if( pulp_butcher == "pulp_adjacent" ) {
9248 for( auto &elem : adjacentDir ) {
9249 pulp( u.pos() + direction_XY( elem ) );
9250 }
9251 } else {
9252 pulp( u.pos() );
9253 }
9254 }
9255 }
9256
9257 //Autopickup
9258 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9259 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9260 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9261 pickup::pick_up( u.pos(), -1 );
9262 }
9263
9264 // If the new tile is a boardable part, board it
9265 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9266 m.board_vehicle( u.pos(), &u );
9267 }
9268
9269 // Traps!
9270 // Try to detect.
9272 if( u.is_mounted() ) {
9274 } else {
9275 m.creature_on_trap( u );
9276 }
9277 // Drench the player if swimmable
9278 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9279 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9280 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9281 }
9282
9283 // List items here
9284 if( !m.has_flag( "SEALED", u.pos() ) ) {
9285 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9286 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9287 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9288 add_msg( _( "There's something here, but you can't see what it is." ) );
9289 } else if( m.has_items( u.pos() ) ) {
9290 std::vector<std::string> names;
9291 std::vector<size_t> counts;
9292 std::vector<item> items;
9293 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9294
9295 std::string next_tname = tmpitem.tname();
9296 std::string next_dname = tmpitem.display_name();
9297 bool by_charges = tmpitem.count_by_charges();
9298 bool got_it = false;
9299 for( size_t i = 0; i < names.size(); ++i ) {
9300 if( by_charges && next_tname == names[i] ) {
9301 counts[i] += tmpitem.charges;
9302 got_it = true;
9303 break;
9304 } else if( next_dname == names[i] ) {
9305 counts[i] += 1;
9306 got_it = true;
9307 break;
9308 }
9309 }
9310 if( !got_it ) {
9311 if( by_charges ) {
9312 names.push_back( tmpitem.tname( tmpitem.charges ) );
9313 counts.push_back( tmpitem.charges );
9314 } else {
9315 names.push_back( tmpitem.display_name( 1 ) );
9316 counts.push_back( 1 );
9317 }
9318 items.push_back( tmpitem );
9319 }
9320 if( names.size() > 10 ) {
9321 break;
9322 }
9323 }
9324 for( size_t i = 0; i < names.size(); ++i ) {
9325 if( !items[i].count_by_charges() ) {
9326 names[i] = items[i].display_name( counts[i] );
9327 } else {
9328 names[i] = items[i].tname( counts[i] );
9329 }
9330 }
9331 int and_the_rest = 0;
9332 for( size_t i = 0; i < names.size(); ++i ) {
9333 //~ number of items: "<number> <item>"
9334 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9335 names[i] = string_format( fmt, counts[i], names[i] );
9336 // Skip the first two.
9337 if( i > 1 ) {
9338 and_the_rest += counts[i];
9339 }
9340 }
9341 if( names.size() == 1 ) {
9342 add_msg( _( "You see here %s." ), names[0] );
9343 } else if( names.size() == 2 ) {
9344 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9345 } else if( names.size() == 3 ) {
9346 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9347 } else if( and_the_rest < 7 ) {
9348 add_msg( vgettext( "You see here %s, %s and %d more item.",
9349 "You see here %s, %s and %d more items.",
9350 and_the_rest ),
9351 names[0], names[1], and_the_rest );
9352 } else {
9353 add_msg( _( "You see here %s and many more items." ), names[0] );
9354 }
9355 }
9356 }
9357 }
9358
9359 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9360 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9361 add_msg( _( "There are vehicle controls here." ) );
9362 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9363 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9364 }
9365 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9366 u.is_mounted() ) {
9367 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9368 }
9369 return submap_shift;
9370}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1759
bool is_hauling() const
Definition: character.cpp:9139
void stop_hauling()
Definition: character.cpp:9130
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1626
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10533
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:5982
std::string furnname(const tripoint &p)
Definition: map.cpp:1527
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2380
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7876
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4799
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7865
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2370
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2356
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1548
void process_triggers()
Definition: monster.cpp:1221
std::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void search_surroundings(Character &who)
Search surrounding squares for traps (and maybe other things in the future).
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3681
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3646
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2118
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2097
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2106
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2088
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3660
string_id< zone_type > zone_type_id
Definition: type_id.h:202

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), character_funcs::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9372 of file game.cpp.

9373{
9374 // if player is teleporting around, they don't bring their horse with them
9375 if( u.is_mounted() ) {
9377 u.mounted_creature->remove_effect( effect_ridden );
9378 u.mounted_creature = nullptr;
9379 }
9380 // offload the active npcs.
9381 unload_npcs();
9382 for( monster &critter : all_monsters() ) {
9383 despawn_monster( critter );
9384 }
9385 if( u.in_vehicle ) {
9386 m.unboard_vehicle( u.pos() );
9387 }
9388
9390 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9391 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9392 for( int z = minz; z <= maxz; z++ ) {
9393 m.clear_vehicle_list( z );
9394 }
9396 // offset because load_map expects the coordinates of the top left corner, but the
9397 // player will be centered in the middle of the map.
9398 // TODO: fix point types
9399 const tripoint map_sm_pos(
9400 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9401 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9402 load_map( map_sm_pos );
9403 load_npcs();
9404 m.spawn_monsters( true ); // Static monsters
9406 // update weather now as it could be different on the new location
9408 place_player( player_pos );
9409}
point place_player(const tripoint &dest)
Definition: game.cpp:9049
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:859
void update_overmap_seen()
Definition: game.cpp:10711
level_cache & access_cache(int zlev)
Definition: map.cpp:8775
void clear_vehicle_list(int zlev)
Definition: map.cpp:389
void clear_vehicle_cache()
Definition: map.cpp:371
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 755 of file game.cpp.

758{
759 std::vector<std::string> search_types = omt_search_types;
760 if( search_types.empty() ) {
761 vehicle veh( id );
762 if( veh.can_float() ) {
763 search_types.push_back( "river" );
764 search_types.push_back( "lake" );
765 } else {
766 search_types.push_back( "field" );
767 search_types.push_back( "road" );
768 }
769 }
770 for( const std::string &search_type : search_types ) {
771 omt_find_params find_params;
772 find_params.must_see = false;
773 find_params.cant_see = false;
774 find_params.types.emplace_back( search_type, ot_match_type::type );
775 // find nearest road
776 find_params.min_distance = min_distance;
777 find_params.search_range = max_distance;
778 // if player spawns underground, park their car on the surface.
779 const tripoint_abs_omt omt_origin( origin, 0 );
780 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
781 // try place vehicle there.
782 tinymap target_map;
783 target_map.load( project_to<coords::sm>( goal ), false );
784 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
785 static constexpr std::array<units::angle, 4> angles = {{
786 0_degrees, 90_degrees, 180_degrees, 270_degrees
787 }
788 };
789 vehicle *veh = target_map.add_vehicle(
790 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
791 if( veh ) {
792 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
793 veh->sm_pos = ms_to_sm_remain( abs_local );
794 veh->pos = abs_local.xy();
796 veh->tracking_on = true;
797 target_map.save();
798 return veh;
799 }
800 }
801 }
802 return nullptr;
803}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6636
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5633
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2048
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1941
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1926
bool tracking_on
Definition: vehicle.h:2016
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6524 of file game.cpp.

6527{
6528 // get global area info according to look_around caret position
6529 // TODO: fix point types
6531 lp ) ) ) );
6532 // we only need the area name and then pass it to print_all_tile_info() function below
6533 const std::string area_name = cur_ter_m->get_name();
6534 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6535}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5699
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5699 of file game.cpp.

5704{
5705 visibility_type visibility = VIS_HIDDEN;
5706 const bool inbounds = m.inbounds( lp );
5707 if( inbounds ) {
5708 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5709 }
5710 const Creature *creature = critter_at( lp, true );
5711 switch( visibility ) {
5712 case VIS_CLEAR: {
5713 const optional_vpart_position vp = m.veh_at( lp );
5714 print_terrain_info( lp, w_look, area_name, column, line );
5715 print_fields_info( lp, w_look, column, line );
5716 print_trap_info( lp, w_look, column, line );
5717 print_creature_info( creature, w_look, column, line, last_line );
5718 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5719 last_line );
5720 print_items_info( lp, w_look, column, line, last_line );
5721 print_graffiti_info( lp, w_look, column, line, last_line );
5722 }
5723 break;
5724 case VIS_BOOMER:
5725 case VIS_BOOMER_DARK:
5726 case VIS_DARK:
5727 case VIS_LIT:
5728 case VIS_HIDDEN:
5729 print_visibility_info( w_look, column, line, visibility );
5730
5731 if( creature != nullptr ) {
5732 std::vector<std::string> buf;
5733 if( u.sees_with_infrared( *creature ) ) {
5734 creature->describe_infrared( buf );
5735 } else if( u.sees_with_specials( *creature ) ) {
5736 creature->describe_specials( buf );
5737 }
5738 for( const std::string &s : buf ) {
5739 mvwprintw( w_look, point( 1, ++line ), s );
5740 }
5741 }
5742 break;
5743 }
5744 if( !inbounds ) {
5745 return;
5746 }
5747 auto this_sound = sounds::sound_at( lp );
5748 if( !this_sound.empty() ) {
5749 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5750 } else {
5751 // Check other z-levels
5752 tripoint tmp = lp;
5753 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5754 if( tmp.z == lp.z ) {
5755 continue;
5756 }
5757
5758 auto zlev_sound = sounds::sound_at( tmp );
5759 if( !zlev_sound.empty() ) {
5760 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5761 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5762 }
5763 }
5764 }
5765}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6319
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5872
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5796
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5966
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5910
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5919
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5928
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5767
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5890
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6485
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5910 of file game.cpp.

5912{
5913 int vLines = last_line - line;
5914 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
5915 line = creature->print_info( w_look, ++line, vLines, column );
5916 }
5917}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5872 of file game.cpp.

5874{
5875 const field &tmpfield = m.field_at( lp );
5876 for( auto &fld : tmpfield ) {
5877 const field_entry &cur = fld.second;
5878 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5879 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5880 const int max_width = getmaxx( w_look ) - column - 2;
5881 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5882 get_fire_fuel_string( lp ) ) - 1;
5883 line += lines;
5884 } else {
5885 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5886 }
5887 }
5888}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:627
ter_id t_pit
Definition: mapdata.cpp:627

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5966 of file game.cpp.

5969{
5970 if( line > last_line ) {
5971 return;
5972 }
5973
5974 const int max_width = getmaxx( w_look ) - column - 2;
5975 if( m.has_graffiti_at( lp ) ) {
5976 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
5977 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
5978 m.graffiti_at( lp ) );
5979 }
5980}
ter_id t_grave_new
Definition: mapdata.cpp:627

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5928 of file game.cpp.

5932{
5933 if( !m.sees_some_items( lp, u ) ) {
5934 return;
5935 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
5936 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
5937 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
5938 mvwprintz( w_look, point( column, ++line ), c_yellow,
5939 _( "There's something there, but you can't see what it is." ) );
5940 return;
5941 } else {
5942 std::map<std::string, int> item_names;
5943 for( auto &item : m.i_at( lp ) ) {
5944 ++item_names[item.tname()];
5945 }
5946
5947 const int max_width = getmaxx( w_look ) - column - 1;
5948 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
5949 // last line but not last item
5950 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
5951 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
5952 break;
5953 }
5954
5955 if( it->second > 1 ) {
5956 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
5957 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
5958 it->first.c_str(), it->second );
5959 } else {
5960 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
5961 }
5962 }
5963 }
5964}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4775
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5796 of file game.cpp.

5799{
5800 const int max_width = getmaxx( w_look ) - column - 1;
5801 int lines;
5802
5803 const auto fmt_tile_info = []( const tripoint & lp ) {
5804 map &here = get_map();
5805 std::string ret;
5806 if( debug_mode ) {
5807 ret += lp.to_string();
5808 ret += "\n";
5809 }
5810 ret += here.tername( lp );
5812 ret += colorize( string_format( " [%s]", here.ter( lp )->id ), c_light_blue );
5813 }
5814 if( here.has_furn( lp ) ) {
5815 ret += string_format( "; %s", here.furnname( lp ) );
5817 ret += colorize( string_format( " [%s]", here.furn( lp )->id ), c_light_blue );
5818 }
5819 }
5820 return ret;
5821 };
5822
5823 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5824
5825 if( m.impassable( lp ) ) {
5826 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5827 _( "%s; Impassable" ),
5828 tile );
5829 } else {
5830 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5831 _( "%s; Movement cost %d" ),
5832 tile, m.move_cost( lp ) * 50 );
5833
5834 const auto ll = get_light_level( std::max( 1.0,
5835 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5836 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5837 wprintz( w_look, ll.second, ll.first );
5838 }
5839
5840 std::string signage = m.get_signage( lp );
5841 if( !signage.empty() ) {
5842 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5843 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5844 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5845 }
5846
5847 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5848 // Print info about stuff below
5849 tripoint below( lp.xy(), lp.z - 1 );
5850 std::string tile_below = fmt_tile_info( below );
5851
5852 if( !m.has_floor_or_support( lp ) ) {
5853 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5854 _( "Below: %s; No support" ),
5855 tile_below );
5856 } else {
5857 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5858 _( "Below: %s; Walkable" ),
5859 tile_below );
5860 }
5861 }
5862
5863 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5864 m.features( lp ) );
5865 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5866 m.coverage( lp ) );
5867 if( line < lines ) {
5868 line = lines + map_features - 1;
5869 }
5870}
Manage and cache data about a part of the map.
Definition: map.h:384
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2097
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:681
std::string features(const tripoint &p)
Definition: map.cpp:1772
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6285
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:500
ter_str_id id
Definition: mapdata.h:465

References _, map::ambient_light_at(), c_dark_gray, c_light_blue, c_light_gray, colorize(), map::coverage(), debug_mode, display_object_ids, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5890 of file game.cpp.

5893{
5894 const trap &tr = m.tr_at( lp );
5895 if( tr.can_see( lp, u ) ) {
5896 partial_con *pc = m.partial_con_at( lp );
5897 std::string tr_name;
5898 if( pc && tr.loadid == tr_unfinished_construction ) {
5899 const construction &built = pc->id.obj();
5900 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
5901 pc->counter / 100000 );
5902 } else {
5903 tr_name = tr.name();
5904 }
5905
5906 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
5907 }
5908}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5182
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5919 of file game.cpp.

5921{
5922 if( veh ) {
5923 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
5924 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
5925 }
5926}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5767 of file game.cpp.

5769{
5770 const char *visibility_message = nullptr;
5771 switch( visibility ) {
5772 case VIS_CLEAR:
5773 visibility_message = _( "Clearly visible." );
5774 break;
5775 case VIS_BOOMER:
5776 visibility_message = _( "A bright pink blur." );
5777 break;
5778 case VIS_BOOMER_DARK:
5779 visibility_message = _( "A pink blur." );
5780 break;
5781 case VIS_DARK:
5782 visibility_message = _( "Darkness." );
5783 break;
5784 case VIS_LIT:
5785 visibility_message = _( "Bright light." );
5786 break;
5787 case VIS_HIDDEN:
5788 visibility_message = _( "Unseen." );
5789 break;
5790 }
5791
5792 mvwprintw( w_look, point( line, column ), visibility_message );
5793 line += 2;
5794}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1650 of file game.cpp.

1651{
1652 if( !u.activity ) {
1653 return;
1654 }
1655
1656 while( u.moves > 0 && u.activity ) {
1657 u.activity.do_turn( u );
1658 }
1659}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11283 of file game.cpp.

11284{
11285 const bool worn = p.is_worn( it );
11286 const bool wielded = ( &it == &p.weapon );
11287 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11288 if( worn ) {
11289 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11290 effects.insert( effects.end(), ew.begin(), ew.end() );
11291 }
11292 if( wielded ) {
11293 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11294 effects.insert( effects.end(), ew.begin(), ew.end() );
11295 }
11296
11297 if( it.is_tool() ) {
11298 // Recharge it if necessary
11299 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11300 //Before incrementing charge, check that any extra requirements are met
11301 if( check_art_charge_req( it ) ) {
11302 switch( it.type->artifact->charge_type ) {
11303 case ARTC_NULL:
11304 case NUM_ARTCS:
11305 break; // dummy entries
11306 case ARTC_TIME:
11307 // Once per hour
11308 if( calendar::once_every( 1_hours ) ) {
11309 it.charges++;
11310 }
11311 break;
11312 case ARTC_SOLAR:
11313 if( calendar::once_every( 10_minutes ) &&
11314 is_in_sunlight( p.pos() ) ) {
11315 it.charges++;
11316 }
11317 break;
11318 // Artifacts can inflict pain even on Deadened folks.
11319 // Some weird Lovecraftian thing. ;P
11320 // (So DON'T route them through mod_pain!)
11321 case ARTC_PAIN:
11322 if( calendar::once_every( 1_minutes ) ) {
11323 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11324 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11325 it.charges++;
11326 }
11327 break;
11328 case ARTC_HP:
11329 if( calendar::once_every( 1_minutes ) ) {
11330 add_msg( m_bad, _( "You feel your body decaying." ) );
11331 p.hurtall( 1, nullptr );
11332 it.charges++;
11333 }
11334 break;
11335 case ARTC_FATIGUE:
11336 if( calendar::once_every( 1_minutes ) ) {
11337 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11338 u.mod_fatigue( 3 * rng( 1, 3 ) );
11339 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11340 it.charges++;
11341 }
11342 break;
11343 // Portals are energetic enough to charge the item.
11344 // Tears in reality are consumed too, but can't charge it.
11345 case ARTC_PORTAL:
11346 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11347 m.remove_field( dest, fd_fatigue );
11348 if( m.tr_at( dest ).loadid == tr_portal ) {
11349 add_msg( m_good, _( "The portal collapses!" ) );
11350 m.remove_trap( dest );
11351 it.charges++;
11352 break;
11353 }
11354 }
11355 break;
11356 }
11357 }
11358 }
11359 }
11360
11361 for( const art_effect_passive &i : effects ) {
11362 switch( i ) {
11363 case AEP_STR_UP:
11364 p.mod_str_bonus( +4 );
11365 break;
11366 case AEP_DEX_UP:
11367 p.mod_dex_bonus( +4 );
11368 break;
11369 case AEP_PER_UP:
11370 p.mod_per_bonus( +4 );
11371 break;
11372 case AEP_INT_UP:
11373 p.mod_int_bonus( +4 );
11374 break;
11375 case AEP_ALL_UP:
11376 p.mod_str_bonus( +2 );
11377 p.mod_dex_bonus( +2 );
11378 p.mod_per_bonus( +2 );
11379 p.mod_int_bonus( +2 );
11380 break;
11381 case AEP_SPEED_UP:
11382 // Handled in player::current_speed()
11383 break;
11384
11385 case AEP_PBLUE:
11386 if( p.get_rad() > 0 ) {
11387 p.mod_rad( -1 );
11388 }
11389 break;
11390
11391 case AEP_SMOKE:
11392 if( one_in( 10 ) ) {
11393 tripoint pt( p.posx() + rng( -1, 1 ),
11394 p.posy() + rng( -1, 1 ),
11395 p.posz() );
11396 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11397 }
11398 break;
11399
11400 case AEP_SNAKES:
11401 break; // Handled in player::hit()
11402
11403 case AEP_EXTINGUISH:
11404 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11405 m.mod_field_age( dest, fd_fire, -1_turns );
11406 }
11407 break;
11408
11409 case AEP_FUN:
11410 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11411 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11412 break;
11413
11414 case AEP_HUNGER:
11415 if( one_in( 100 ) ) {
11416 p.mod_stored_kcal( -10 );
11417 }
11418 break;
11419
11420 case AEP_THIRST:
11421 if( one_in( 120 ) ) {
11422 p.mod_thirst( 1 );
11423 }
11424 break;
11425
11426 case AEP_EVIL:
11427 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11428 p.add_effect( effect_evil, 30_minutes );
11429 if( it.is_armor() ) {
11430 if( !worn ) {
11431 add_msg( _( "You have an urge to wear the %s." ),
11432 it.tname() );
11433 }
11434 } else if( !wielded ) {
11435 add_msg( _( "You have an urge to wield the %s." ),
11436 it.tname() );
11437 }
11438 }
11439 break;
11440
11441 case AEP_SCHIZO:
11442 break; // Handled in player::suffer()
11443
11444 case AEP_RADIOACTIVE:
11445 if( one_in( 4 ) ) {
11446 p.irradiate( 1.0f );
11447 }
11448 break;
11449
11450 case AEP_STR_DOWN:
11451 p.mod_str_bonus( -3 );
11452 break;
11453
11454 case AEP_DEX_DOWN:
11455 p.mod_dex_bonus( -3 );
11456 break;
11457
11458 case AEP_PER_DOWN:
11459 p.mod_per_bonus( -3 );
11460 break;
11461
11462 case AEP_INT_DOWN:
11463 p.mod_int_bonus( -3 );
11464 break;
11465
11466 case AEP_ALL_DOWN:
11467 p.mod_str_bonus( -2 );
11468 p.mod_dex_bonus( -2 );
11469 p.mod_per_bonus( -2 );
11470 p.mod_int_bonus( -2 );
11471 break;
11472
11473 case AEP_SPEED_DOWN:
11474 break; // Handled in player::current_speed()
11475
11476 default:
11477 //Suppress warnings
11478 break;
11479 }
11480 }
11481 // Recalculate, as it might have changed (by mod_*_bonus above)
11482 p.str_cur = p.get_str();
11483 p.int_cur = p.get_int();
11484 p.dex_cur = p.get_dex();
11485 p.per_cur = p.get_per();
11486}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4172
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4167
int str_cur
Definition: character.h:256
void mod_rad(int mod)
Definition: character.cpp:7039
virtual int get_dex() const
Definition: character.cpp:4056
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4287
bool is_worn(const item &thing) const
Definition: character.h:1086
virtual int get_int() const
Definition: character.cpp:4064
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4418
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4162
int int_cur
Definition: character.h:258
int get_rad() const
Definition: character.cpp:7029
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9046
virtual int get_per() const
Definition: character.cpp:4060
void mod_stamina(int mod)
Definition: character.cpp:7068
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8616
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1536
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4177
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1358
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4807
bool is_tool() const
Definition: item.cpp:6953
int charges
Definition: item.h:2196
bool is_armor() const
Definition: item.cpp:6704
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5437
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5357
void remove_trap(const tripoint &p)
Definition: map.cpp:5302
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1610 of file game.cpp.

1611{
1612 if( u.has_effect( effect_sleep ) ) {
1613 // Can't interrupt
1614 return;
1615 }
1616
1617 bool has_activity = u.activity && u.activity.moves_left > 0;
1618 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1619
1620 if( !has_activity && !is_travelling ) {
1621 // Nohing to interrupt
1622 return;
1623 }
1624
1625 // Key poll may be quite expensive, so limit it to 10 times per second.
1626 static auto last_poll = std::chrono::steady_clock::now();
1627 auto now = std::chrono::steady_clock::now();
1628 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1629 ( now - last_poll ).count();
1630
1631 if( difference > 100 ) {
1633 last_poll = now;
1634 }
1635
1636 // If player is performing a task and a monster is dangerously close, warn them
1637 // regardless of previous safemode warnings.
1638 // Distraction Manager can change this.
1639 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1641 Creature *hostile_critter = is_hostile_very_close();
1642 if( hostile_critter != nullptr ) {
1644 string_format( _( "The %s is dangerously close!" ),
1645 hostile_critter->get_name() ) );
1646 }
1647 }
1648}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9177
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:1971
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8661 of file game.cpp.

8662{
8663 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8664
8665 if( !harmful_stuff.empty() &&
8666 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8667 return false;
8668 }
8669 if( !harmful_stuff.empty() && u.is_mounted() &&
8670 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8671 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8672 u.mounted_creature->get_name() );
8673 return false;
8674 }
8675 return true;
8676}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11251 of file game.cpp.

11252{
11253 const WORLDPTR active_world = world_generator->active_world;
11254 if( active_world == nullptr ) {
11255 return;
11256 }
11257
11258 if( active_world->save_exists( save_t::from_save_id( u.get_save_id() ) ) ) {
11259 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11260 MAPBUFFER.clear();
11262 try {
11263 setup();
11264 } catch( const std::exception &err ) {
11265 debugmsg( "Error: %s", err.what() );
11266 }
11268 }
11269 } else {
11270 popup_getkey( _( "No saves for current character yet." ) );
11271 }
11272}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2508
void setup()
Definition: game.cpp:475
static save_t from_save_id(const std::string &save_id)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:457
bool save_exists(const save_t &name) const

References _, mapbuffer::clear(), overmapbuffer::clear(), debugmsg, save_t::from_save_id(), avatar::get_save_id(), load(), MAPBUFFER, moves_since_last_save, overmap_buffer, popup_getkey(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11229 of file game.cpp.

11230{
11231 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11232 if( !moves_since_last_save ) {
11233 return;
11234 }
11235 add_msg( m_info, _( "Saving game, this may take a while" ) );
11236
11238 popup.message( "%s", _( "Saving game, this may take a while" ) );
11241
11242 time_t now = time( nullptr ); //timestamp for start of saving procedure
11243
11244 //perform save
11245 save();
11246 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11248 last_save_timestamp = now;
11249}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), save(), and time.

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 463 of file game.cpp.

464{
465 if( was_fullscreen ) {
466 if( !fullscreen ) {
468 }
469 }
470}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 868 of file game.cpp.

869{
870 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
871 // and not invoke "on_load" for those NPCs that avoided unloading this way.
872 unload_npcs();
873 load_npcs();
874}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( std::function< void(std::string)>  out)

Definition at line 427 of file game.cpp.

428{
429#if defined(TILES)
430 // Disable UIs below to avoid accessing the tile context during loading.
432 try {
433 tilecontext->reinit();
434 std::vector<mod_id> dummy;
435 tilecontext->load_tileset(
436 get_option<std::string>( "TILES" ),
437 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
438 /*precheck=*/false,
439 /*force=*/true,
440 /*pump_events=*/true
441 );
442 tilecontext->do_tile_loading_report( out );
443 } catch( const std::exception &err ) {
444 popup( _( "Loading the tileset failed: %s" ), err.what() );
445 }
446 g->reset_zoom();
447 g->mark_main_ui_adaptor_resize();
448#endif // TILES
449}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2248 of file game.cpp.

2249{
2251 return remoteveh_cache;
2252 }
2254 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2255 if( remote_veh_string.str().empty() ||
2257 remoteveh_cache = nullptr;
2258 } else {
2259 tripoint vp;
2260 remote_veh_string >> vp.x >> vp.y >> vp.z;
2261 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2262 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2263 remoteveh_cache = veh;
2264 } else {
2265 remoteveh_cache = nullptr;
2266 }
2267 }
2268 return remoteveh_cache;
2269}
vehicle * remoteveh_cache
Definition: game.h:1045
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3360
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1880 of file game.cpp.

1881{
1882 follower_ids.erase( id );
1883 u.follower_ids.erase( id );
1884}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4687 of file game.cpp.

4688{
4689 critter_tracker->remove( critter );
4690}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10750 of file game.cpp.

10751{
10752 for( auto &elem : coming_to_stairs ) {
10753 elem.staircount = 0;
10754 const tripoint pnt( elem.pos().xy(), get_levz() );
10755 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10756 }
10757
10758 coming_to_stairs.clear();
10759}
std::vector< monster > coming_to_stairs
Definition: game.h:983

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7121 of file game.cpp.

7123{
7124 const int width = getmaxx( window );
7125 for( int i = 1; i < TERMX; i++ ) {
7126 if( i < width ) {
7127 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7128 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7129 LINE_OXOX ); // -
7130 }
7131
7132 if( i < TERMY - height ) {
7133 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7134 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7135 }
7136 }
7137
7138 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7139 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7140
7141 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7142 LINE_XXXO ); // |-
7143 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7144 LINE_XOXX ); // -|
7145
7146 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7147 wprintz( window, c_white, _( "Items" ) );
7148
7149 std::string sSort;
7150 if( bRadiusSort ) {
7151 //~ Sort type: distance.
7152 sSort = _( "<s>ort: dist" );
7153 } else {
7154 //~ Sort type: category.
7155 sSort = _( "<s>ort: cat" );
7156 }
7157
7158 int letters = utf8_width( sSort );
7159
7160 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7161
7162 std::vector<std::string> tokens;
7163 if( !sFilter.empty() ) {
7164 tokens.emplace_back( _( "<R>eset" ) );
7165 }
7166
7167 tokens.emplace_back( _( "<E>xamine" ) );
7168 tokens.emplace_back( _( "<C>ompare" ) );
7169 tokens.emplace_back( _( "<F>ilter" ) );
7170 tokens.emplace_back( _( "<+/->Priority" ) );
7171
7172 int gaps = tokens.size() + 1;
7173 letters = 0;
7174 int n = tokens.size();
7175 for( int i = 0; i < n; i++ ) {
7176 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7177 }
7178
7179 int usedwidth = letters;
7180 const int gap_spaces = ( width - usedwidth ) / gaps;
7181 usedwidth += gap_spaces * gaps;
7182 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7183
7184 for( int i = 0; i < n; i++ ) {
7185 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7186 tokens[i] ) + gap_spaces;
7187 }
7188}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3545 of file game.cpp.

3546{
3547 for( float &lev : latest_lightlevels ) {
3548 lev = -std::numeric_limits<float>::max();
3549 }
3550}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2620 of file game.cpp.

2621{
2622 for( auto elem : follower_ids ) {
2623 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2624 if( !npc_to_get ) {
2625 continue;
2626 }
2627 npc *npc_to_add = npc_to_get.get();
2628 npc_to_add->chatbin.missions.clear();
2629 npc_to_add->chatbin.missions_assigned.clear();
2630 npc_to_add->mission = NPC_MISSION_NULL;
2631 npc_to_add->chatbin.mission_selected = nullptr;
2632 npc_to_add->set_attitude( NPCATT_NULL );
2633 npc_to_add->op_of_u.anger = 0;
2634 npc_to_add->op_of_u.fear = 0;
2635 npc_to_add->op_of_u.trust = 0;
2636 npc_to_add->op_of_u.value = 0;
2637 npc_to_add->op_of_u.owed = 0;
2638 npc_to_add->set_fac( faction_id( "no_faction" ) );
2640 npc_to_add->global_omt_location(),
2641 npc_to_add->getID() ) );
2642
2643 }
2644
2645}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3169
npc_chatbin chatbin
Definition: npc.h:1288
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2660
npc_opinion op_of_u
Definition: npc.h:1287
void set_fac(const faction_id &id)
Definition: npc.cpp:473
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:715
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:720
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:711
int value
Definition: npc.h:205
int trust
Definition: npc.h:203
int owed
Definition: npc.h:207
int fear
Definition: npc.h:204
int anger
Definition: npc.h:206

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7036 of file game.cpp.

7037{
7038#if defined(TILES)
7040 rescale_tileset( tileset_zoom );
7041#endif // TILES
7042}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4817 of file game.cpp.

4818{
4819 if( !it.is_corpse() ) {
4820 debugmsg( "Tried to revive a non-corpse." );
4821 return false;
4822 }
4823 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4824 ( it.get_mtype()->id );
4825 monster &critter = *newmon_ptr;
4826 critter.init_from_item( it );
4827 if( critter.get_hp() < 1 ) {
4828 // Failed reanimation due to corpse being too burned
4829 return false;
4830 }
4831 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4832 it.has_flag( "QUARTERED" ) ) {
4833 // Failed reanimation due to corpse being butchered
4834 return false;
4835 }
4836
4837 critter.no_extra_death_drops = true;
4838 critter.add_effect( effect_downed, 5_turns, num_bp );
4839 for( const item &component : it.components ) {
4840 critter.corpse_components.push_back( component );
4841 }
4842
4843 if( it.get_var( "zlave" ) == "zlave" ) {
4844 critter.add_effect( effect_pacified, 1_turns, num_bp );
4845 critter.add_effect( effect_pet, 1_turns, num_bp );
4846 }
4847
4848 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4849 for( auto &ammo : critter.ammo ) {
4850 ammo.second = 0;
4851 }
4852 }
4853
4854 return place_critter_at( newmon_ptr, p );
4855}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4615
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
const mtype * get_mtype() const
Definition: item.cpp:6625
std::list< item > components
Definition: item.h:2159
bool has_flag(const std::string &flag) const
Definition: item.cpp:5303
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6620
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2921
bool no_extra_death_drops
Definition: monster.h:479
std::vector< item > corpse_components
Definition: monster.h:456
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2791
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2721 of file game.cpp.

2722{
2723 try {
2724 if( !save_player_data() ||
2726 !save_artifacts() ||
2727 !save_maps() ||
2728 !get_auto_pickup().save_character() ||
2730 !get_safemode().save_character() ||
2731 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2732 JsonOut jsout( fout );
2733 uistate.serialize( jsout );
2734 }, _( "uistate data" ) ) ) {
2735 return false;
2736 } else {
2737 world_generator->active_world->add_save( save_t::from_save_id( u.get_save_id() ) );
2738 return true;
2739 }
2740 } catch( std::ios::failure &err ) {
2741 popup( _( "Failed to save game data" ) );
2742 return false;
2743 }
2744}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:575
bool save_player_data()
Definition: game.cpp:2675
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_save_id(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), avatar::get_save_id(), get_world_base_save_path(), popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2656 of file game.cpp.

2657{
2658 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2659 return ::save_artifacts( artfilename );
2660}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 4878 of file game.cpp.

4879{
4880 int assist_bonus = installer.get_effect_int( effect_assisted );
4881
4882 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
4885 -1 );
4886
4887 int damage = cyborg->damage();
4888 int dmg_lvl = cyborg->damage_level( 4 );
4889 int difficulty = 12;
4890
4891 if( damage != 0 ) {
4892
4893 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
4894 dmg_lvl );
4895
4896 // Damage of the cyborg increases difficulty
4897 difficulty += dmg_lvl;
4898 }
4899
4900 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
4901 int success = chance_of_success - rng( 1, 100 );
4902
4903 if( !g->u.query_yn(
4904 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
4905 100 - static_cast<int>( chance_of_success ) ) ) {
4906 return;
4907 }
4908
4909 if( success > 0 ) {
4910 add_msg( m_good, _( "Successfully removed Personality override." ) );
4911 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
4912
4913 delete_cyborg_item( g->m, couch_pos, cyborg );
4914
4915 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
4916 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4917 tmp->load_npc_template( npc_cyborg );
4918 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
4920 tmp->hurtall( dmg_lvl * 10, nullptr );
4921 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
4922 load_npcs();
4923
4924 } else {
4925 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
4926 adjusted_skill ) );
4927 const int fail_type = std::min( 5, failure_level );
4928 switch( fail_type ) {
4929 case 1:
4930 case 2:
4931 add_msg( m_info, _( "The removal fails." ) );
4932 add_msg( m_bad, _( "The body is damaged." ) );
4933 cyborg->set_damage( damage + 1000 );
4934 break;
4935 case 3:
4936 case 4:
4937 add_msg( m_info, _( "The removal fails badly." ) );
4938 add_msg( m_bad, _( "The body is badly damaged!" ) );
4939 cyborg->set_damage( damage + 2000 );
4940 break;
4941 case 5:
4942 add_msg( m_info, _( "The removal is a catastrophe." ) );
4943 add_msg( m_bad, _( "The body is destroyed!" ) );
4944 delete_cyborg_item( g->m, couch_pos, cyborg );
4945 break;
4946 default:
4947 break;
4948 }
4949
4950 }
4951
4952}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1883
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1840
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
static const skill_id skill_computer("computer")
static void delete_cyborg_item(map &m, const tripoint &couch_pos, item *cyborg)
Definition: game.cpp:4857
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), delete_cyborg_item(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), overmapbuffer::insert_npc(), load_npcs(), m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2648 of file game.cpp.

2649{
2650 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2651 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2652 serialize_master( fout );
2653 }, _( "factions data" ) );
2654}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2662 of file game.cpp.

2663{
2664 try {
2665 m.save();
2666 overmap_buffer.save(); // can throw
2667 MAPBUFFER.save(); // can throw
2668 return true;
2669 } catch( const std::exception &err ) {
2670 popup( _( "Failed to save the maps: %s" ), err.what() );
2671 return false;
2672 }
2673}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:98

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2675 of file game.cpp.

2676{
2677 const std::string playerfile = get_player_base_save_path();
2678
2679 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2680 serialize( fout );
2681 }, _( "player data" ) );
2682 const bool saved_map_memory = u.save_map_memory();
2683 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2684 std::ostream & fout ) {
2685 fout << memorial().dump();
2686 }, _( "player memorial" ) );
2687#if defined(__ANDROID__)
2688 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2689 std::ostream & fout ) {
2690 save_shortcuts( fout );
2691 }, _( "quick shortcuts" ) );
2692#endif
2693 const bool saved_diary = u.get_avatar_diary()->store();
2694 return saved_data && saved_map_memory && saved_log && saved_diary
2695#if defined(__ANDROID__)
2696 && saved_shortcuts
2697#endif
2698 ;
2699}
bool save_map_memory()
Definition: avatar.cpp:132
bool store()
Definition: diary.cpp:760
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:11968
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:975
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1788 of file game.cpp.

1789{
1790 critter_died = true;
1791}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( point  p)

Definition at line 1598 of file game.cpp.

1599{
1600 // remove the previous driving offset,
1601 // store the new offset and apply the new offset.
1608}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1783 of file game.cpp.

1784{
1785 npcs_dirty = true;
1786}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8588 of file game.cpp.

8589{
8590 safe_mode = mode;
8592}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7044 of file game.cpp.

7045{
7046#if defined(TILES)
7047 if( tileset_zoom != level ) {
7048 tileset_zoom = level;
7049 rescale_tileset( tileset_zoom );
7050 }
7051#else
7052 static_cast<void>( level );
7053#endif // TILES
7054}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2271 of file game.cpp.

2272{
2274 remoteveh_cache = veh;
2275 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2277 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2278 veh = nullptr;
2279 }
2280
2281 if( veh == nullptr ) {
2282 u.remove_value( "remote_controlling_vehicle" );
2283 return;
2284 }
2285
2286 std::stringstream remote_veh_string;
2287 const tripoint vehpos = veh->global_pos3();
2288 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2289 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2290}
void remove_value(const std::string &key)
Definition: creature.cpp:1342

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 475 of file game.cpp.

476{
477 loading_ui ui( true );
478
480
481 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
482 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
483 }
484
485 m = map( get_option<bool>( "ZLEVELS" ) );
486
488 next_mission_id = 1;
489 new_game = true;
490 uquit = QUIT_NO; // We haven't quit the game
491 bVMonsterLookFire = true;
492
493 // invalidate calendar caches in case we were previously playing
494 // a different world
495 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
496 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
497
500
501 turnssincelastmon = 0; //Auto safe mode init
502
505 coming_to_stairs.clear();
506 active_npc.clear();
507 faction_manager_ptr->clear();
512
513 SCT.vSCT.clear(); //Delete pending messages
514
515 stats().clear();
516 // reset kill counts
517 kill_tracker_ptr->clear();
519 // reset follower list
520 follower_ids.clear();
521 scent.reset();
522
524 remoteveh_cache = nullptr;
525
526 token_provider_ptr->clear();
527 // back to menu for save loading, new game etc
528}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4692
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void load_world_modfiles(loading_ui &ui, const std::string &artifacts_file)
Load & finalize modlist needed for the current world.
Definition: init.cpp:874
void reset_sounds()
Definition: sounds.cpp:565

References achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, get_world_base_save_path(), kill_tracker_ptr, init::load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), QUIT_NO, remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), SAVE_ARTIFACTS(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4545 of file game.cpp.

4546{
4547 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4548 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4549 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4550 }
4551 if( critter.is_monster() ) {
4552 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4553 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4554 return std::dynamic_pointer_cast<T>( mon_ptr );
4555 }
4556 }
4557 }
4558 if( critter.is_npc() ) {
4559 for( auto &cur_npc : active_npc ) {
4560 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4561 return std::dynamic_pointer_cast<T>( cur_npc );
4562 }
4563 }
4564 }
4565 return nullptr;
4566}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( point  delta)

Definition at line 11981 of file game.cpp.

11982{
11983 for( tripoint &p : destination_preview ) {
11984 p += delta;
11985 }
11986}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 10985 of file game.cpp.

10986{
10987 // If either shift argument is non-zero, we're shifting.
10988 if( shift == tripoint_zero ) {
10989 return;
10990 }
10991 for( monster &critter : all_monsters() ) {
10992 if( shift.xy() != point_zero ) {
10993 critter.shift( shift.xy() );
10994 }
10995
10996 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
10997 // We're inbounds, so don't despawn after all.
10998 // No need to shift Z-coordinates, they are absolute
10999 continue;
11000 }
11001 // Either a vertical shift or the critter is now outside of the reality bubble,
11002 // anyway: it must be saved and removed.
11003 despawn_monster( critter );
11004 }
11005 // The order in which zombies are shifted may cause zombies to briefly exist on
11006 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11007 critter_tracker->rebuild_cache();
11008}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 11988 of file game.cpp.

11989{
11990 ///\EFFECT_DEX decreases chances of slipping while climbing
11991 int climb = u.dex_cur;
11992 if( u.has_trait( trait_BADKNEES ) ) {
11993 climb = climb / 2;
11994 }
11995 if( one_in( climb ) ) {
11996 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
11997 if( climb <= 1 ) {
11998 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
11999 }
12000 return true;
12001 }
12002 return false;
12003}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4703 of file game.cpp.

4704{
4705 if( one_in( 100 ) ) {
4706 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4707 tmp->randomize( NC_HALLU );
4708 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4709 if( !critter_at( p, true ) ) {
4711 load_npcs();
4712 return true;
4713 } else {
4714 return false;
4715 }
4716 }
4717
4719 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4720 phantasm->hallucination = true;
4721 phantasm->spawn( p );
4722
4723 //Don't attempt to place phantasms inside of other creatures
4724 if( !critter_at( phantasm->pos(), true ) ) {
4725 return critter_tracker->add( phantasm );
4726 } else {
4727 return false;
4728 }
4729}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2716 of file game.cpp.

2717{
2718 return *spell_events_ptr;
2719}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11548 of file game.cpp.

11549{
11550 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11551 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11552 scen->has_flag( "SUM_ADV_START" );
11553
11555 if( scen_season ) {
11556 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11558 get_option<int>( "INITIAL_TIME" );
11559 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11560 if( scen->has_flag( "SPR_START" ) ) {
11562 } else if( scen->has_flag( "SUM_START" ) ) {
11565 } else if( scen->has_flag( "AUT_START" ) ) {
11568 } else if( scen->has_flag( "WIN_START" ) ) {
11571 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11574 } else {
11575 debugmsg( "The Unicorn" );
11576 }
11577 } else {
11578 // No scenario, so use the starting date+time configured in world options
11579 int initial_days = get_option<int>( "INITIAL_DAY" );
11580 if( initial_days == -1 ) {
11581 // 0 - 363 for a 91 day season
11582 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11583 }
11585
11586 // Determine the season based off how long the seasons are set to be
11587 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11588 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11589 if( season_number == 0 ) {
11591 } else if( season_number == 1 ) {
11593 } else if( season_number == 2 ) {
11595 } else {
11597 }
11598
11600 + 1_hours * get_option<int>( "INITIAL_TIME" )
11601 + 1_days * get_option<int>( "SPAWN_DELAY" );
11602 }
11603
11605}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:982
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 554 of file game.cpp.

555{
556 if( !gamemode ) {
557 gamemode = std::make_unique<special_game>();
558 }
559
560 seed = rng_bits();
561 new_game = true;
564 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
565 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
568
570
573 popup.message( "%s", _( "Please wait as we build your world" ) );
576
577 load_master();
578 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
579
583 do {
584 omtstart = start_loc.find_player_initial_location();
585 if( omtstart == overmap::invalid_tripoint ) {
586 if( query_yn(
587 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
590 } else {
591 return false;
592 }
593 }
594 } while( omtstart == overmap::invalid_tripoint );
595
596 start_loc.prepare_map( omtstart );
597
598 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
599 if( u.starting_vehicle &&
600 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
601 std::vector<std::string> {} ) ) {
602 debugmsg( "could not place starting vehicle" );
603 }
604
605 if( scen->has_map_extra() ) {
606 // Map extras can add monster spawn points and similar and should be done before the main
607 // map is loaded.
608 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
609 }
610
611 // TODO: fix point types
612 tripoint lev = project_to<coords::sm>( omtstart ).raw();
613 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
614 lev.x -= HALF_MAPSIZE;
615 lev.y -= HALF_MAPSIZE;
616 load_map( lev, /*pump_events=*/true );
617
620 // Do this after the map cache has been built!
621 start_loc.place_player( u );
622 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
625 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
627 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
628
629 u.moves = 0;
630 u.process_turn(); // process_turn adds the initial move points
634 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
636
637 //Reset character safe mode/pickup rules
642
643 //Put some NPCs in there!
644 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
645 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
646 !g->scen->has_flag( "LONE_START" ) ) ) {
648 }
649 //Load NPCs. Set nearby npcs to active.
650 load_npcs();
651 // Spawn the monsters
652 const bool spawn_near =
653 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
654 // Surrounded start ones
655 if( spawn_near ) {
656 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
657 }
658
659 m.spawn_monsters( !spawn_near ); // Static monsters
660
661 // Make sure that no monsters are near the player
662 // This can happen in lab starts
663 if( !spawn_near ) {
664 for( monster &critter : all_monsters() ) {
665 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
666 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
667 remove_zombie( critter );
668 }
669 }
670 }
671
672 //Create mutation_category_level
674 //Calculate mutation drench protection stats
677 if( scen->has_flag( "FIRE_START" ) ) {
678 start_loc.burn( omtstart, 3, 3 );
679 }
680 if( scen->has_flag( "INFECTED" ) ) {
682 }
683 if( scen->has_flag( "BAD_DAY" ) ) {
684 u.add_effect( effect_flu, 1000_minutes );
685 u.add_effect( effect_drunk, 270_minutes );
686 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
687 }
688 if( scen->has_flag( "HELI_CRASH" ) ) {
689 start_loc.handle_heli_crash( u );
690 bool success = false;
691 for( auto v : m.get_vehicles() ) {
692 std::string name = v.v->type.str();
693 std::string search = std::string( "helicopter" );
694 if( name.find( search ) != std::string::npos ) {
695 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
696 const tripoint pos = vp.pos();
697 u.setpos( pos );
698
699 // Delete the items that would have spawned here from a "corpse"
700 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
701 vehicle_stack here = v.v->get_items( sp );
702
703 for( auto iter = here.begin(); iter != here.end(); ) {
704 iter = here.erase( iter );
705 }
706 }
707
708 auto mons = critter_tracker->find( pos );
709 if( mons != nullptr ) {
710 critter_tracker->remove( *mons );
711 }
712
713 success = true;
714 break;
715 }
716 if( success ) {
717 v.v->name = "Bird Wreckage";
718 break;
719 }
720 }
721 }
722 }
723 if( scen->has_flag( "BORDERED" ) ) {
724 overmap &starting_om = get_cur_om();
725 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
726 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
728 }
729
730 }
731 for( auto &e : u.inv_dump() ) {
732 e->set_owner( g->u );
733 }
734 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
735 update_map( u );
736 // Profession pets
737 for( const mtype_id &elem : u.starting_pets ) {
738 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
739 mon->friendly = -1;
740 mon->add_effect( effect_pet, 1_turns, num_bp );
741 } else {
742 add_msg( m_debug, "cannot place starting pet, no space!" );
743 }
744 }
745 // Assign all of this scenario's missions to the player.
746 for( const mission_type_id &m : scen->missions() ) {
747 const auto mission = mission::reserve_new( m, character_id() );
748 mission->assign( u );
749 }
750
751 g->events().send<event_type::game_start>( u.getID() );
752 return true;
753}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2263
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7772
void set_stamina(int new_stamina)
Definition: character.cpp:7063
time_point next_climate_control_check
Definition: character.h:2262
int get_stamina_max() const
Definition: character.cpp:7052
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7749
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11548
void create_starting_npcs()
Definition: game.cpp:881
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11848
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:755
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6436
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2164
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:238
vproto_id starting_vehicle
Definition: player.h:250
std::vector< mtype_id > starting_pets
Definition: player.h:251
start_location_id start_location
Definition: player.h:239
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:231
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:137
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:108
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), mapbuffer::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), Character::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10348 of file game.cpp.

10349{
10350 // Find target items and quantities thereof for the new activity
10351 std::vector<item_location> target_items;
10352 std::vector<int> quantities;
10353
10354 map_stack items = m.i_at( pos );
10355 for( item &it : items ) {
10356 // Liquid cannot be picked up
10357 if( it.made_of( LIQUID ) ) {
10358 continue;
10359 }
10360 target_items.emplace_back( map_cursor( pos ), &it );
10361 // Quantity of 0 means move all
10362 quantities.push_back( 0 );
10363 }
10364
10365 if( target_items.empty() ) {
10366 // Nothing to haul
10367 return;
10368 }
10369
10370 // Whether the destination is inside a vehicle (not supported)
10371 const bool to_vehicle = false;
10372 // Destination relative to the player
10373 const tripoint relative_destination{};
10374
10376 target_items,
10377 quantities,
10378 to_vehicle,
10379 relative_destination
10380 ) ) );
10381}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2706 of file game.cpp.

2707{
2708 return *stats_tracker_ptr;
2709}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4731 of file game.cpp.

4732{
4733 if( &a == &b ) {
4734 // No need to do anything, but print a debugmsg anyway
4735 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4736 return true;
4737 }
4738 if( critter_at( a.pos() ) != &a ) {
4739 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4740 b.disp_name(), critter_at( a.pos() )->disp_name() );
4741 return false;
4742 }
4743 if( critter_at( b.pos() ) != &b ) {
4744 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4745 a.disp_name(), critter_at( b.pos() )->disp_name() );
4746 return false;
4747 }
4748 // Simplify by "sorting" the arguments
4749 // Only the first argument can be u
4750 // If swapping player/npc with a monster, monster is second
4751 bool a_first = a.is_player() ||
4752 ( a.is_npc() && !b.is_player() );
4753 Creature &first = a_first ? a : b;
4754 Creature &second = a_first ? b : a;
4755 // Possible options:
4756 // both first and second are monsters
4757 // second is a monster, first is a player or an npc
4758 // first is a player, second is an npc
4759 // both first and second are npcs
4760 if( first.is_monster() ) {
4761 monster *m1 = dynamic_cast< monster * >( &first );
4762 monster *m2 = dynamic_cast< monster * >( &second );
4763 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4764 debugmsg( "Couldn't swap two monsters" );
4765 return false;
4766 }
4767
4768 critter_tracker->swap_positions( *m1, *m2 );
4769 return true;
4770 }
4771
4772 player *u_or_npc = dynamic_cast< player * >( &first );
4773 player *other_npc = dynamic_cast< player * >( &second );
4774
4775 if( u_or_npc->in_vehicle ) {
4776 m.unboard_vehicle( u_or_npc->pos() );
4777 }
4778
4779 if( other_npc && other_npc->in_vehicle ) {
4780 m.unboard_vehicle( other_npc->pos() );
4781 }
4782
4783 tripoint temp = second.pos();
4784 second.setpos( first.pos() );
4785
4786 if( first.is_player() ) {
4787 walk_move( temp );
4788 } else {
4789 first.setpos( temp );
4790 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4791 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4792 }
4793 }
4794
4795 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4796 m.board_vehicle( other_npc->pos(), other_npc );
4797 }
4798 return true;
4799}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8727
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7113 of file game.cpp.

7114{
7115 popup( _( "This binary was not compiled with tiles support." ) );
7116 return false;
7117}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7107 of file game.cpp.

7108{
7109 popup( _( "This binary was not compiled with tiles support." ) );
7110 return false;
7111}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 453 of file game.cpp.

454{
455 if( fullscreen ) {
456 was_fullscreen = true;
458 } else {
459 was_fullscreen = false;
460 }
461}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11155 of file game.cpp.

11156{
11158}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 406 of file game.cpp.

407{
408#if !defined(TILES)
411#else
412 toggle_fullscreen_window();
413#endif
414}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5100 of file game.cpp.

5101{
5102 gates::toggle_gate( p, u );
5103}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 416 of file game.cpp.

417{
418#if defined(TILES)
420 clear_window_area( w_pixel_minimap );
421 }
424#endif // TILES
425}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2292 of file game.cpp.

2293{
2294 bool new_destination = true;
2295 if( !destination_preview.empty() ) {
2296 auto &final_destination = destination_preview.back();
2297 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2298 // Second click
2299 new_destination = false;
2301 destination_preview.clear();
2303 if( act == ACTION_NULL ) {
2304 // Something went wrong
2306 return false;
2307 }
2308 }
2309 }
2310
2311 if( new_destination ) {
2313 u.get_path_avoid() );
2314 return false;
2315 }
2316
2317 return true;
2318}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2320 of file game.cpp.

2321{
2322 const bool cleared_destination = !destination_preview.empty();
2324 destination_preview.clear();
2325
2326 if( cleared_destination ) {
2327 // Produce no-op if auto-move had just been cleared on this action
2328 // e.g. from a previous single left mouse click. This has the effect
2329 // of right-click canceling an auto-move before it is initiated.
2330 return false;
2331 }
2332
2333 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2334 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2335 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2336 if( !u.sees( *mon ) ) {
2337 add_msg( _( "Nothing relevant here." ) );
2338 return false;
2339 }
2340
2341 if( !u.weapon.is_gun() ) {
2342 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2343 return false;
2344 }
2345
2346 // TODO: Add weapon range check. This requires weapon to be reloaded.
2347
2348 act = ACTION_FIRE;
2349 } else if( is_adjacent &&
2350 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2351 true ) ) {
2352 act = ACTION_CLOSE;
2353 } else if( is_self ) {
2355 } else if( is_adjacent ) {
2357 } else {
2358 add_msg( _( "Nothing relevant here." ) );
2359 return false;
2360 }
2361
2362 return true;
2363}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:4002
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 859 of file game.cpp.

860{
861 for( const auto &npc : active_npc ) {
862 npc->on_unload();
863 }
864
865 active_npc.clear();
866}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2665

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:428
bool has_object(const std::string &name) const
Definition: json.cpp:492
JsonArray get_array(const std::string &name) const
Definition: json.cpp:399
int get_int(const std::string &name) const
Definition: json.cpp:349
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:941
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:410
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10616 of file game.cpp.

10617{
10618 point shift;
10619
10620 while( x < HALF_MAPSIZE_X ) {
10621 x += SEEX;
10622 shift.x--;
10623 }
10624 while( x >= HALF_MAPSIZE_X + SEEX ) {
10625 x -= SEEX;
10626 shift.x++;
10627 }
10628 while( y < HALF_MAPSIZE_Y ) {
10629 y += SEEY;
10630 shift.y--;
10631 }
10632 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10633 y -= SEEY;
10634 shift.y++;
10635 }
10636
10637 if( shift == point_zero ) {
10638 // adjust player position
10639 u.setpos( tripoint( x, y, get_levz() ) );
10640 // Update what parts of the world map we can see
10641 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10642 // TODO: only make this call if we changed z-level
10644 // Not actually shifting the submaps, all the stuff below would do nothing
10645 return point_zero;
10646 }
10647
10648 // this handles loading/unloading submaps that have scrolled on or off the viewport
10649 // NOLINTNEXTLINE(cata-use-named-point-constants)
10650 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10651 point remaining_shift = shift;
10652 while( remaining_shift != point_zero ) {
10653 point this_shift = clamp( remaining_shift, size_1 );
10654 m.shift( this_shift );
10655 remaining_shift -= this_shift;
10656 }
10657
10658 grid_tracker_ptr->load( m );
10659
10660 // Shift monsters
10661 shift_monsters( tripoint( shift, 0 ) );
10662 const point shift_ms = sm_to_ms_copy( shift );
10663 u.shift_destination( -shift_ms );
10664
10665 // Shift NPCs
10666 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10667 ( *it )->shift( shift );
10668 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10669 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10670 //Remove the npc from the active list. It remains in the overmap list.
10671 ( *it )->on_unload();
10672 it = active_npc.erase( it );
10673 } else {
10674 it++;
10675 }
10676 }
10677
10678 scent.shift( shift_ms );
10679
10680 // Also ensure the player is on current z-level
10681 // get_levz() should later be removed, when there is no longer such a thing
10682 // as "current z-level"
10683 u.setpos( tripoint( x, y, get_levz() ) );
10684
10685 // Only do the loading after all coordinates have been shifted.
10686
10687 // Check for overmap saved npcs that should now come into view.
10688 // Put those in the active list.
10689 load_npcs();
10690
10691 // Make sure map cache is consistent since it may have shifted.
10692 if( m.has_zlevels() ) {
10693 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10694 m.invalidate_map_cache( zlev );
10695 }
10696 } else {
10698 }
10700
10701 // Spawn monsters if appropriate
10702 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10703 m.spawn_monsters( false ); // Static monsters
10704
10705 // Update what parts of the world map we can see
10707
10708 return shift;
10709}
void shift_destination(point shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:10985
void shift(point s)
Shift the map along the vector s.
Definition: map.cpp:6808
void shift(point sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(point p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10610 of file game.cpp.

10611{
10612 point p2( p.posx(), p.posy() );
10613 return update_map( p2.x, p2.y );
10614}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10711 of file game.cpp.

10712{
10713 const tripoint_abs_omt ompos = u.global_omt_location();
10714 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10715 const int dist_squared = dist * dist;
10716 // We can always see where we're standing
10717 overmap_buffer.set_seen( ompos, true );
10718 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10719 const point_rel_omt delta = p.xy() - ompos.xy();
10720 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10721 if( trigdist && h_squared > dist_squared ) {
10722 continue;
10723 }
10724 if( delta == point_rel_omt() ) {
10725 // 1. This case is already handled outside of the loop
10726 // 2. Calculating multiplier would cause division by zero
10727 continue;
10728 }
10729 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10730 point abs_delta = delta.raw().abs();
10731 int max_delta = std::max( abs_delta.x, abs_delta.y );
10732 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10733 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10734 float sight_points = dist;
10735 for( auto it = line.begin();
10736 it != line.end() && sight_points >= 0; ++it ) {
10737 const oter_id &ter = overmap_buffer.ter( *it );
10738 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10739 }
10740 if( sight_points >= 0 ) {
10741 tripoint_abs_omt seen( p );
10742 do {
10743 overmap_buffer.set_seen( seen, true );
10744 --seen.z();
10745 } while( seen.z() >= 0 );
10746 }
10747 }
10748}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:644
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10763 of file game.cpp.

10764{
10765 // Search for the stairs closest to the player.
10766 std::vector<int> stairx;
10767 std::vector<int> stairy;
10768 std::vector<int> stairdist;
10769
10770 const bool from_below = monstairz < get_levz();
10771
10772 if( coming_to_stairs.empty() ) {
10773 return;
10774 }
10775
10776 if( m.has_zlevels() ) {
10777 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10778 coming_to_stairs.size() );
10779 coming_to_stairs.clear();
10780 }
10781
10782 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10783 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10784 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10785 stairx.push_back( dest.x );
10786 stairy.push_back( dest.y );
10787 stairdist.push_back( rl_dist( dest, u.pos() ) );
10788 }
10789 }
10790 if( stairdist.empty() ) {
10791 return; // Found no stairs?
10792 }
10793
10794 // Find closest stairs.
10795 size_t si = 0;
10796 for( size_t i = 0; i < stairdist.size(); i++ ) {
10797 if( stairdist[i] < stairdist[si] ) {
10798 si = i;
10799 }
10800 }
10801
10802 // Find up to 4 stairs for distance stairdist[si] +1
10803 std::vector<int> nearest;
10804 nearest.push_back( si );
10805 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10806 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10807 nearest.push_back( i );
10808 }
10809 }
10810 // Randomize the stair choice
10811 si = random_entry_ref( nearest );
10812
10813 // Attempt to spawn zombies.
10814 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10815 point mpos( stairx[si], stairy[si] );
10816 monster &critter = coming_to_stairs[i];
10817 const tripoint dest {
10818 mpos, g->get_levz()
10819 };
10820
10821 // We might be not be visible.
10822 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10823 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10824 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10825 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10826 continue;
10827 }
10828
10829 critter.staircount -= 4;
10830 // Let the player know zombies are trying to come.
10831 if( u.sees( dest ) ) {
10832 std::string dump;
10833 if( critter.staircount > 4 ) {
10834 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10835 } else {
10836 if( critter.staircount > 0 ) {
10837 dump += ( from_below ?
10838 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10839 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10840 critter.name(),
10841 m.tername( dest ) ) :
10842 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10843 critter.name(),
10844 m.tername( dest ) ) );
10845 }
10846 }
10847
10848 add_msg( m_warning, dump );
10849 } else {
10851 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10852 }
10853
10854 if( critter.staircount > 0 ) {
10855 continue;
10856 }
10857
10858 if( is_empty( dest ) ) {
10859 critter.spawn( dest );
10860 critter.staircount = 0;
10861 place_critter_at( make_shared_fast<monster>( critter ), dest );
10862 if( u.sees( dest ) ) {
10863 if( !from_below ) {
10864 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10865 critter.name(),
10866 m.tername( dest ) );
10867 } else {
10868 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10869 critter.name(),
10870 m.tername( dest ) );
10871 }
10872 }
10873 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10874 continue;
10875 } else if( u.pos() == dest ) {
10876 // Monster attempts to push player of stairs
10878 int tries = 0;
10879
10880 // the critter is now right on top of you and will attack unless
10881 // it can find a square to push you into with one of his tries.
10882 const int creature_push_attempts = 9;
10883 const int player_throw_resist_chance = 3;
10884
10885 critter.spawn( dest );
10886 while( tries < creature_push_attempts ) {
10887 tries++;
10888 push.x = rng( -1, 1 );
10889 push.y = rng( -1, 1 );
10890 point ipos( mpos + push );
10891 tripoint pos( ipos, get_levz() );
10892 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10893 critter.can_move_to( pos ) ) {
10894 bool resiststhrow = ( u.is_throw_immune() ) ||
10896 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10897 u.moves -= 25; // small charge for avoiding the push altogether
10898 add_msg( _( "The %s fails to push you back!" ),
10899 critter.name() );
10900 return; //judo or leg brace prevent you from getting pushed at all
10901 }
10902 // Not accounting for tentacles latching on, so..
10903 // Something is about to happen, lets charge half a move
10904 u.moves -= 50;
10905 if( resiststhrow && ( u.is_throw_immune() ) ) {
10906 //we have a judoka who isn't getting pushed but counterattacking now.
10907 mattack::thrown_by_judo( &critter );
10908 return;
10909 }
10910 std::string msg;
10911 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
10912 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
10913 // dodge 12 - never get downed
10914 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
10915 u.add_effect( effect_downed, 2_turns );
10916 msg = _( "The %s pushed you back hard!" );
10917 } else {
10918 msg = _( "The %s pushed you back!" );
10919 }
10920 add_msg( m_warning, msg.c_str(), critter.name() );
10921 u.setx( u.posx() + push.x );
10922 u.sety( u.posy() + push.y );
10923 return;
10924 }
10925 }
10927 _( "The %s tried to push you back but failed! It attacks you!" ),
10928 critter.name() );
10929 critter.melee_attack( u );
10930 u.moves -= 50;
10931 return;
10932 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
10933 // Monster attempts to displace a monster from the stairs
10934 monster &other = *mon_ptr;
10935 critter.spawn( dest );
10936
10937 // the critter is now right on top of another and will push it
10938 // if it can find a square to push it into inside of his tries.
10939 const int creature_push_attempts = 9;
10940 const int creature_throw_resist = 4;
10941
10942 int tries = 0;
10943 point push2;
10944 while( tries < creature_push_attempts ) {
10945 tries++;
10946 push2.x = rng( -1, 1 );
10947 push2.y = rng( -1, 1 );
10948 point ipos2( mpos + push2 );
10949 tripoint pos( ipos2, get_levz() );
10950 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
10951 continue;
10952 }
10953 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
10954 other.setpos( tripoint( ipos2, get_levz() ) );
10955 other.moves -= 50;
10956 std::string msg;
10957 if( one_in( creature_throw_resist ) ) {
10958 other.add_effect( effect_downed, 2_turns );
10959 msg = _( "The %1$s pushed the %2$s hard." );
10960 } else {
10961 msg = _( "The %1$s pushed the %2$s." );
10962 }
10963 add_msg( m_neutral, msg, critter.name(), other.name() );
10964 return;
10965 }
10966 }
10967 return;
10968 }
10969 }
10970}
void setx(int x)
Definition: character.h:795
void sety(int y)
Definition: character.h:798
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:809
int monstairz
Definition: game.h:984
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8668
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:497
void melee_attack(Creature &target)
Definition: monster.cpp:1398
int staircount
Definition: monster.h:508
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:494
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4674
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4682 of file game.cpp.

4683{
4684 return critter_tracker->update_pos( critter, pos );
4685}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4465 of file game.cpp.

4466{
4467 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4468 add_msg( m_info, _( "You can not read a computer screen!" ) );
4469 return;
4470 }
4471 if( u.is_blind() ) {
4472 // we don't have screen readers in game
4473 add_msg( m_info, _( "You can not see a computer screen!" ) );
4474 return;
4475 }
4476 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4477 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4478 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4479 return;
4480 }
4481
4482 computer *used = m.computer_at( p );
4483
4484 if( used == nullptr ) {
4485 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4486 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4487 } else {
4488 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4489 }
4490 return;
4491 }
4492
4493 computer_session( *used ).use();
4494}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5583
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 1952 of file game.cpp.

1953{
1954 basecamp camp = m.hoist_submap_camp( u.pos() );
1955 if( camp.is_valid() ) {
1956 overmap_buffer.add_camp( camp );
1958 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
1959 std::string camp_name = _( "Faction Camp" );
1960 camp.set_name( camp_name );
1961 overmap_buffer.add_camp( camp );
1963 }
1964}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5614
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5609
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1894 of file game.cpp.

1895{
1896 for( auto &veh : m.get_vehicles() ) {
1897 vehicle *v = veh.v;
1900 if( other_v ) {
1901 // the other vehicle is towing us.
1902 v->tow_data.set_towing( other_v, v );
1904 }
1905 }
1906 }
1907}
tripoint other_towing_point
Definition: vehicle.h:168
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6119
towing_data tow_data
Definition: vehicle.h:1969

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1909 of file game.cpp.

1910{
1911 for( monster &m : all_monsters() ) {
1912 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1913 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1914 if( !mounted_pl ) {
1915 // Target no longer valid.
1916 m.mounted_player_id = character_id();
1917 m.remove_effect( effect_ridden );
1918 continue;
1919 }
1920 mounted_pl->mounted_creature = shared_from( m );
1921 mounted_pl->setpos( m.pos() );
1922 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
1923 m.mounted_player = mounted_pl;
1924 }
1925 }
1926}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 1928 of file game.cpp.

1929{
1930 // Make sure visible followers are in the list.
1931 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
1932 return guy.is_player_ally();
1933 } );
1934 for( npc *guy : visible_followers ) {
1935 update_faction_api( guy );
1936 add_npc_follower( guy->getID() );
1937 }
1938 // Make sure overmapbuffered NPC followers are in the list.
1939 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
1940 npc *guy = temp_guy.get();
1941 if( guy->is_player_ally() ) {
1942 update_faction_api( guy );
1943 add_npc_follower( guy->getID() );
1944 }
1945 }
1946 // Make sure that serialized player followers sync up with game list
1947 for( const auto &temp_id : u.follower_ids ) {
1948 add_npc_follower( temp_id );
1949 }
1950}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1874
static void update_faction_api(npc *guy)
Definition: game.cpp:1886

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 9937 of file game.cpp.

9938{
9939 if( u.is_mounted() ) {
9940 auto mons = u.mounted_creature.get();
9941 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9942 if( !mons->check_mech_powered() ) {
9943 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9944 mons->get_name() );
9945 return;
9946 }
9947 }
9948 }
9949
9950 // > and < are used for diving underwater.
9951 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
9952 if( movez == -1 ) {
9953 if( u.is_underwater() ) {
9954 add_msg( m_info, _( "You are already underwater!" ) );
9955 return;
9956 }
9957 if( u.worn_with_flag( "FLOTATION" ) ) {
9958 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
9959 return;
9960 }
9961 u.set_underwater( true );
9962 ///\EFFECT_STR increases breath-holding capacity while diving
9963 u.oxygen = 30 + 2 * u.str_cur;
9964 add_msg( _( "You dive underwater!" ) );
9965 } else {
9966 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
9967 u.set_underwater( false );
9968 add_msg( _( "You surface." ) );
9969 } else {
9970 add_msg( m_info, _( "You try to surface but can't!" ) );
9971 }
9972 }
9973 u.moves -= 100;
9974 return;
9975 }
9976
9977 // Force means we're going down, even if there's no staircase, etc.
9978 bool climbing = false;
9979 int move_cost = 100;
9980 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
9981 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
9982 // Climbing
9983 if( m.has_floor_or_support( stairs ) ) {
9984 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
9985 return;
9986 }
9987
9988 std::vector<tripoint> pts;
9989 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
9990 if( m.passable( pt ) &&
9991 m.has_floor_or_support( pt ) ) {
9992 pts.push_back( pt );
9993 }
9994 }
9995
9996 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
9997
9998 if( cost == 0 ) {
9999 if( u.has_trait( trait_WEB_ROPE ) ) {
10000 if( pts.empty() ) {
10001 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10002 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10003 if( m.move_cost( u.pos() ) != 2 && m.move_cost( u.pos() ) != 3 ) {
10004 add_msg( m_info, _( "You can't spin a web rope there." ) );
10005 } else if( m.has_furn( u.pos() ) ) {
10006 add_msg( m_info, _( "There is already furniture at that location." ) );
10007 } else {
10008 if( query_yn( "Spin a rope and climb?" ) ) {
10009 add_msg( m_good, _( "You spin a rope of web." ) );
10010 m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10011 u.mod_moves( to_turns<int>( 2_seconds ) );
10013 vertical_move( movez, force, peeking );
10014 }
10015 }
10016 }
10017
10018 } else {
10019 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10020
10021 }
10022 return;
10023
10024 }
10025
10026 if( cost <= 0 || pts.empty() ) {
10027 add_msg( m_info,
10028 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10029 return;
10030 } else {
10031 // TODO: Make it an extended action
10032 climbing = true;
10033 move_cost = cost;
10034
10035 const std::optional<tripoint> pnt = point_selection_menu( pts );
10036 if( !pnt ) {
10037 return;
10038 }
10039 stairs = *pnt;
10040 }
10041 }
10042
10043 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10044 add_msg( m_info, _( "You can't go down here!" ) );
10045 return;
10046 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10047 add_msg( m_info, _( "You can't go up here!" ) );
10048 return;
10049 }
10050
10051 if( force ) {
10052 // Let go of a grabbed cart.
10053 u.grab( OBJECT_NONE );
10054 } else if( u.grab_point != tripoint_zero ) {
10055 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10056 return;
10057 }
10058
10059 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10060 // is called or when the map is loaded on new z-level (== false).
10061 // This caches the z-level we start the movement on (current) and the level we're want to end.
10062 const int z_before = get_levz();
10063 const int z_after = get_levz() + movez;
10064 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10065 debugmsg( "Tried to move outside allowed range of z-levels" );
10066 return;
10067 }
10068
10069 if( !u.move_effects( false ) ) {
10070 return;
10071 }
10072
10073 // Check if there are monsters are using the stairs.
10074 bool slippedpast = false;
10075 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10076 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10077 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10078 coming_to_stairs[0].name() );
10079 // Roll.
10080 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10081
10082 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10083 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10084 ///\EFFECT_STR increases chance of moving past monsters on stairs
10085
10086 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10087 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10088 if( coming_to_stairs.size() > 4 ) {
10089 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10090 dexroll /= 4;
10091 strroll /= 2;
10092 } else if( coming_to_stairs.size() > 1 ) {
10093 add_msg( m_warning, _( "There's something else behind it!" ) );
10094 dexroll /= 2;
10095 }
10096
10097 if( dexroll < 14 || strroll < 12 ) {
10099 u.moves -= 100;
10100 return;
10101 }
10102
10103 add_msg( _( "You manage to slip past!" ) );
10104 slippedpast = true;
10105 u.moves -= 100;
10106 }
10107
10108 // Shift the map up or down
10109
10110 std::unique_ptr<map> tmp_map_ptr;
10111 if( !m.has_zlevels() ) {
10112 tmp_map_ptr = std::make_unique<map>();
10113 }
10114
10115 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10116 if( m.has_zlevels() ) {
10117 // We no longer need to shift the map here! What joy
10118 } else {
10119 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10120 }
10121
10122 // Find the corresponding staircase
10123 bool rope_ladder = false;
10124 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10125 if( !force && !climbing ) {
10126 const std::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10127 if( !pnt ) {
10128 return;
10129 }
10130 stairs = *pnt;
10131 }
10132
10133 if( !force ) {
10134 monstairz = z_before;
10135 }
10136 // Save all monsters that can reach the stairs, remove them from the tracker,
10137 // then despawn the remaining monsters. Because it's a vertical shift, all
10138 // monsters are out of the bounds of the map and will despawn.
10139 shared_ptr_fast<monster> stored_mount;
10140 if( u.is_mounted() && !m.has_zlevels() ) {
10141 // Store a *copy* of the mount, so we can remove the original monster instance
10142 // from the tracker before the map shifts.
10143 // Map shifting would otherwise just despawn the mount and would later respawn it.
10144 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10146 }
10147 if( !m.has_zlevels() ) {
10148 const tripoint to = u.pos();
10149 for( monster &critter : all_monsters() ) {
10150 // if its a ladder instead of stairs - most zombies can't climb that.
10151 // unless that have a special flag to allow them to do so.
10152 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10153 critter.has_effect( effect_ridden ) ||
10154 critter.has_effect( effect_tied ) ) {
10155 continue;
10156 }
10157 int turns = critter.turns_to_reach( to.xy() );
10158 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10159 && !slippedpast ) {
10160 critter.staircount = 10 + turns;
10161 critter.on_unload();
10162 coming_to_stairs.push_back( critter );
10163 remove_zombie( critter );
10164 }
10165 }
10166 auto mons = critter_tracker->find( g->u.pos() );
10167 if( mons != nullptr ) {
10168 critter_tracker->remove( *mons );
10169 }
10170 shift_monsters( tripoint( 0, 0, movez ) );
10171 }
10172
10173 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10174 std::vector<monster *> monsters_following;
10175 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10176 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10177 [this]( const shared_ptr_fast<npc> &np ) {
10178 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10179 rl_dist( np->pos(), u.pos() ) < 2;
10180 } );
10181 }
10182
10183 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10184 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10185 for( monster &critter : all_monsters() ) {
10186 if( ladder && !critter.climbs() ) {
10187 continue;
10188 }
10189 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10190 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10191 !critter.has_effect( effect_tied ) ) ) {
10192 monsters_following.push_back( &critter );
10193 }
10194 }
10195 }
10196
10197 if( u.is_mounted() ) {
10198 monster *crit = u.mounted_creature.get();
10199 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10200 crit->use_mech_power( -1 );
10201 if( u.movement_mode_is( CMM_WALK ) ) {
10202 crit->use_mech_power( -2 );
10203 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10204 crit->use_mech_power( -1 );
10205 } else if( u.movement_mode_is( CMM_RUN ) ) {
10206 crit->use_mech_power( -3 );
10207 }
10208 }
10209 } else {
10210 u.moves -= move_cost;
10211 }
10212 for( const auto &np : npcs_to_bring ) {
10213 if( np->in_vehicle ) {
10214 m.unboard_vehicle( np->pos() );
10215 }
10216 }
10217 const tripoint old_pos = g->u.pos();
10218 point submap_shift;
10219 vertical_shift( z_after );
10220 if( !force ) {
10221 submap_shift = update_map( stairs.x, stairs.y );
10222 }
10223
10224 // if an NPC or monster is on the stiars when player ascends/descends
10225 // they may end up merged on th esame tile, do some displacement to resolve that.
10226 // if, in the weird case of it not being possible to displace;
10227 // ( how did the player even manage to approach the stairs, if so? )
10228 // then nothing terrible happens, its just weird.
10229 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10230 std::string crit_name;
10231 bool player_displace = false;
10232 std::optional<tripoint> displace = find_empty_spot_nearby( u.pos() );
10233 if( displace.has_value() ) {
10234 npc *guy = g->critter_at<npc>( u.pos(), true );
10235 if( guy ) {
10236 crit_name = guy->get_name();
10237 tripoint old_pos = guy->pos();
10238 if( !guy->is_enemy() ) {
10239 guy->move_away_from( u.pos(), true );
10240 if( old_pos != guy->pos() ) {
10241 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10242 }
10243 } else {
10244 player_displace = true;
10245 }
10246 }
10247 monster *mon = g->critter_at<monster>( u.pos(), true );
10248 // if the monster is ridden by the player or an NPC:
10249 // Dont displace them. If they are mounted by a friendly NPC,
10250 // then the NPC will already have been displaced just above.
10251 // if they are ridden by the player, we want them to coexist on same tile
10252 if( mon && !mon->mounted_player ) {
10253 crit_name = mon->get_name();
10254 if( mon->friendly == -1 ) {
10255 mon->setpos( *displace );
10256 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10257 } else {
10258 player_displace = true;
10259 }
10260 }
10261 if( player_displace ) {
10262 u.setpos( *displace );
10263 u.moves -= 20;
10264 add_msg( _( "You push past %s blocking the way." ), crit_name );
10265 }
10266 } else {
10267 debugmsg( "Failed to find a spot to displace into." );
10268 }
10269 }
10270
10271 // Now that we know the player's destination position, we can move their mount as well
10272 if( u.is_mounted() ) {
10273 if( stored_mount ) {
10274 assert( !m.has_zlevels() );
10275 stored_mount->spawn( g->u.pos() );
10276 if( critter_tracker->add( stored_mount ) ) {
10277 u.mounted_creature = stored_mount;
10278 }
10279 } else {
10280 u.mounted_creature->setpos( g->u.pos() );
10281 }
10282 }
10283
10284 if( !npcs_to_bring.empty() ) {
10285 // Would look nicer randomly scrambled
10286 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10287 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10288 [this]( const tripoint & c ) {
10289 return !is_empty( c );
10290 } ), candidates.end() );
10291
10292 for( const auto &np : npcs_to_bring ) {
10293 const auto found = std::find_if( candidates.begin(), candidates.end(),
10294 [this, np]( const tripoint & c ) {
10295 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10296 } );
10297 if( found != candidates.end() ) {
10298 // TODO: De-uglify
10299 np->setpos( *found );
10300 np->place_on_map();
10301 np->setpos( *found );
10302 candidates.erase( found );
10303 }
10304
10305 if( candidates.empty() ) {
10306 break;
10307 }
10308 }
10309
10310 reload_npcs();
10311 }
10312
10313 // This ugly check is here because of stair teleport bullshit
10314 // TODO: Remove stair teleport bullshit
10315 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10316 for( monster *m : monsters_following ) {
10317 m->set_dest( g->u.pos() );
10318 }
10319 }
10320
10321 if( rope_ladder ) {
10322 m.ter_set( u.pos(), t_rope_up );
10323 }
10324
10325 if( m.ter( stairs ) == t_manhole_cover ) {
10326 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10327 m.ter_set( stairs, t_manhole );
10328 }
10329
10330 // Wouldn't work and may do strange things
10331 if( u.is_hauling() && !m.has_zlevels() ) {
10332 add_msg( _( "You cannot haul items here." ) );
10333 u.stop_hauling();
10334 }
10335
10336 if( u.is_hauling() ) {
10337 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10338 start_hauling( adjusted_pos );
10339 }
10340
10341 m.invalidate_map_cache( g->get_levz() );
10342 // Upon force movement, traps can not be avoided.
10343 m.creature_on_trap( u, !force );
10344
10346}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:101
@ CMM_CROUCH
Definition: character.h:103
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1456
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:803
int oxygen
Definition: character.h:1555
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8902
std::string get_name() const override
Definition: character.cpp:5959
void set_underwater(bool x) override
void start_hauling(const tripoint &pos)
Definition: game.cpp:10348
std::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10383
bool use_mech_power(int amt)
Definition: monster.cpp:2401
Character * mounted_player
Definition: monster.h:457
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static std::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9887
static const skill_id skill_melee("melee")
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:721
ter_id t_manhole
Definition: mapdata.cpp:720
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12007
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9359
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4178

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, map::furn_set(), g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), map::move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), Character::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10570 of file game.cpp.

10571{
10572 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10573 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10574 return;
10575 }
10576
10577 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10578 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10579 z_before, z_after );
10580 return;
10581 }
10582 // Figure out where we know there are up/down connectors
10583 // Fill in all the tiles we know about (e.g. subway stations)
10584 static const int REVEAL_RADIUS = 40;
10585 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10586 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10587 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10588
10589 if( !overmap_buffer.seen( cursp_before ) ) {
10590 continue;
10591 }
10592 if( overmap_buffer.has_note( cursp_after ) ) {
10593 // Already has a note -> never add an AUTO-note
10594 continue;
10595 }
10596 const oter_id &ter = overmap_buffer.ter( cursp_before );
10597 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10598 if( z_after > z_before && ter->has_flag( known_up ) &&
10599 !ter2->has_flag( known_down ) ) {
10600 overmap_buffer.set_seen( cursp_after, true );
10601 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10602 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10603 !ter2->has_flag( known_up ) ) {
10604 overmap_buffer.set_seen( cursp_after, true );
10605 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10606 }
10607 }
10608}
bool inbounds_z(const int z) const
Definition: map.h:1611
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10533 of file game.cpp.

10534{
10535 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10536 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10537 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10538 return;
10539 }
10540
10541 // TODO: Implement dragging stuff up/down
10542 u.grab( OBJECT_NONE );
10543
10544 scent.reset();
10545
10546 u.setz( z_after );
10547 const int z_before = get_levz();
10548 if( !m.has_zlevels() ) {
10550 m.access_cache( z_before ).vehicle_list.clear();
10551 m.access_cache( z_before ).zone_vehicles.clear();
10552 m.access_cache( z_before ).map_memory_seen_cache.reset();
10553 m.set_transparency_cache_dirty( z_before );
10554 m.set_outside_cache_dirty( z_before );
10555 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10556 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10557 reload_npcs();
10558 } else {
10559 // Shift the map itself
10560 m.vertical_shift( z_after );
10561 }
10562
10563 m.spawn_monsters( true );
10564 // this may be required after a vertical shift if z-levels are not enabled
10565 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10567 vertical_notes( z_before, z_after );
10568}
void setz(int z)
Definition: character.h:801
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10570
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.cpp:199
void set_outside_cache_dirty(const int zlev)
Definition: map.cpp:220
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6951
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8727 of file game.cpp.

8728{
8729 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8730 if( u.get_size() > MS_MEDIUM ) {
8731 add_msg( m_warning, _( "You can't fit there." ) );
8732 return false; // character too large to fit through a tight passage
8733 }
8734 if( u.is_mounted() ) {
8735 monster *mount = u.mounted_creature.get();
8736 if( mount->get_size() > MS_MEDIUM ) {
8737 add_msg( m_warning, _( "Your mount can't fit there." ) );
8738 return false; // char's mount is too large for tight passages
8739 }
8740 }
8741 }
8742
8743 if( u.is_mounted() ) {
8744 auto mons = u.mounted_creature.get();
8745 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8746 if( !mons->check_mech_powered() ) {
8747 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8748 mons->get_name() );
8749 return false;
8750 }
8751 }
8752 if( !mons->move_effects( false ) ) {
8753 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8754 return false;
8755 }
8756 }
8757 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8758 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8759
8760 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8761 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8762 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8763
8764 const tripoint furn_pos = u.pos() + u.grab_point;
8765 const tripoint furn_dest = dest_loc + u.grab_point;
8766
8767 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8768 if( grabbed ) {
8769 const tripoint dp = dest_loc - u.pos();
8770 pushing = dp == u.grab_point;
8771 pulling = dp == -u.grab_point;
8772 }
8773 if( grabbed && dest_loc.z != u.posz() ) {
8774 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8775 grabbed = false;
8776 u.grab( OBJECT_NONE );
8777 }
8778
8779 // Now make sure we're actually holding something
8780 const vehicle *grabbed_vehicle = nullptr;
8781 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8782 // We only care about shifting, because it's the only one that can change our destination
8783 if( m.has_furn( u.pos() + u.grab_point ) ) {
8784 shifting_furniture = !pushing && !pulling;
8785 } else {
8786 // We were grabbing a furniture that isn't there
8787 grabbed = false;
8788 }
8789 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8790 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8791 if( grabbed_vehicle == nullptr ) {
8792 // We were grabbing a vehicle that isn't there anymore
8793 grabbed = false;
8794 }
8795 } else if( grabbed ) {
8796 // We were grabbing something WEIRD, let's pretend we weren't
8797 grabbed = false;
8798 }
8799 if( u.grab_point != tripoint_zero && !grabbed ) {
8800 add_msg( m_warning, _( "Can't find grabbed object." ) );
8801 u.grab( OBJECT_NONE );
8802 }
8803
8804 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8805 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8806 vp_there->vehicle().handle_potential_theft( u ) ) {
8807 tripoint diff = dest_loc - u.pos();
8808 if( diff.x < 0 ) {
8809 diff.x -= 2;
8810 } else if( diff.x > 0 ) {
8811 diff.x += 2;
8812 }
8813 if( diff.y < 0 ) {
8814 diff.y -= 2;
8815 } else if( diff.y > 0 ) {
8816 diff.y += 2;
8817 }
8818 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8819 dest_loc );
8820 }
8821 return false;
8822 }
8823 if( vp_there && !vp_there->vehicle().handle_potential_theft( u ) ) {
8824 return false;
8825 }
8826 if( u.is_mounted() && !pushing && vp_there ) {
8827 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8828 return false;
8829 }
8830 u.set_underwater( false );
8831
8832 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8833 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8834 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8835 const auto harmful_text = enumerate_as_string( harmful_stuff );
8836 const auto warn_msg = [&]( const char *const msg ) {
8837 add_msg( m_warning, msg, harmful_text );
8838 };
8839
8840 if( dangerous_terrain_opt == "IGNORE" ) {
8841 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8842 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8843 return true;
8844 } else if( dangerous_terrain_opt == "RUNNING" &&
8845 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8846 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8847 return true;
8848 } else if( dangerous_terrain_opt == "CROUCHING" &&
8849 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8850 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8851 return true;
8852 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8853 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8854 return true;
8855 }
8856 }
8857 // Used to decide whether to print a 'moving is slow message
8858 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8859
8860 int modifier = 0;
8861 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8862 modifier = -m.furn( dest_loc ).obj().movecost;
8863 }
8864
8865 int multiplier = 1;
8866 if( u.is_on_ground() ) {
8867 multiplier *= 3;
8868 }
8869
8870 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8871 via_ramp ) * multiplier;
8872 if( grabbed_move( dest_loc - u.pos() ) ) {
8873 return true;
8874 } else if( mcost == 0 ) {
8875 return false;
8876 }
8877 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8878 const int previous_moves = u.moves;
8879 if( u.is_mounted() ) {
8880 auto crit = u.mounted_creature.get();
8881 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8882 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8883 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8884 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8885 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8886 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8887 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8888 return false;
8889 }
8890 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8891 const double encumb_moves = u.get_weight() / 4800.0_gram;
8892 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8893 if( u.movement_mode_is( CMM_WALK ) ) {
8894 crit->use_mech_power( -2 );
8895 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8896 crit->use_mech_power( -1 );
8897 } else if( u.movement_mode_is( CMM_RUN ) ) {
8898 crit->use_mech_power( -3 );
8899 }
8900 } else {
8901 u.moves -= u.run_cost( mcost, diag );
8902 /**
8903 TODO:
8904 This should really use the mounted creatures stamina, if mounted.
8905 Monsters don't currently have stamina however.
8906 For the time being just don't burn players stamina when mounted.
8907 */
8908 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
8909 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
8910 u.burn_move_stamina( previous_moves - u.moves );
8911 } else {
8912 //Burn half as much stamina if vehicle has wheels, without changing move time
8913 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
8914 }
8915 }
8916 // Max out recoil & reset aim point
8918 u.last_target_pos = std::nullopt;
8919
8920 // Print a message if movement is slow
8921 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
8922 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
8923 m.has_flag_ter_or_furn( "FUNGUS",
8924 dest_loc ); //fungal furniture has no slowing effect on mycus characters
8925 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
8926 mcost_to > 4 || mcost_from > 4 ) &&
8927 !( u.has_trait( trait_M_IMMUNE ) && fungus );
8928 if( slowed && !u.is_mounted() ) {
8929 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
8930 if( mcost_to >= mcost_from ) {
8931 if( auto displayed_part = vp_there.part_displayed() ) {
8932 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
8933 displayed_part->part().name() );
8934 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8935 } else {
8936 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
8937 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
8938 }
8939 } else {
8940 if( auto displayed_part = vp_here.part_displayed() ) {
8941 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
8942 displayed_part->part().name() );
8943 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8944 } else {
8945 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
8946 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
8947 }
8948 }
8949 }
8950 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
8951 ( !u.footwear_factor() ||
8952 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
8953 // DX and IN are long suits for Cephalopods,
8954 // so this shouldn't cause too much hardship
8955 // Presumed that if it's swimmable, they're
8956 // swimming and won't stick
8957 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
8958
8959 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
8960 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
8961 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
8962 u.mod_fatigue( 1 );
8963 }
8964 }
8965 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
8966 int volume = u.is_stealthy() ? 3 : 6;
8967 volume *= u.mutation_value( "noise_modifier" );
8968 if( volume > 0 ) {
8970 volume = 2;
8971 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
8972 volume = 12;
8973 }
8974 if( u.movement_mode_is( CMM_RUN ) ) {
8975 volume *= 1.5;
8976 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8977 volume /= 2;
8978 }
8979 if( u.is_mounted() ) {
8980 auto mons = u.mounted_creature.get();
8981 switch( mons->get_size() ) {
8982 case MS_TINY:
8983 volume = 0; // No sound for the tinies
8984 break;
8985 case MS_SMALL:
8986 volume /= 3;
8987 break;
8988 case MS_MEDIUM:
8989 break;
8990 case MS_LARGE:
8991 volume *= 1.5;
8992 break;
8993 case MS_HUGE:
8994 volume *= 2;
8995 break;
8996 default:
8997 break;
8998 }
8999 if( mons->has_flag( MF_LOUDMOVES ) ) {
9000 volume += 6;
9001 }
9002 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9003 "none", "none" );
9004 } else {
9005 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9006 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9007 }
9009 }
9010
9011 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9012 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9013 "misc", "rattling" );
9014 }
9015 }
9016
9017 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9018 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9019 }
9020
9021 if( dest_loc != u.pos() ) {
9023 }
9024
9025 tripoint oldpos = u.pos();
9026 point submap_shift = place_player( dest_loc );
9027 point ms_shift = sm_to_ms_copy( submap_shift );
9028 oldpos = oldpos - ms_shift;
9029
9030 if( pulling ) {
9031 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9032 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9033 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9034 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9035 m.remove_field( shifted_furn_pos, fd_fire );
9036 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9037 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9038 }
9039
9040 if( u.is_hauling() ) {
9041 start_hauling( oldpos );
9042 }
9043
9045
9046 return true;
9047}
void burn_move_stamina(int moves)
Definition: character.cpp:7078
bool is_stealthy() const
Returns true if the player has stealthy movement.
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3181
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3652
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:883
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6604
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9978
m_size get_size() const override
Get size class of character.
Definition: character.cpp:561
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9653
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8656
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1896
m_size get_size() const override
Definition: monster.cpp:2701
std::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2499
std::optional< tripoint > last_target_pos
Definition: player.h:242
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2222
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1633
void do_footstep()
Definition: sounds.cpp:1610

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), Character::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), Character::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2423 of file game.cpp.

2424{
2425 win_screen();
2427 memorial().add(
2428 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2429 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2430 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2431 if( !u.is_dead_state() ) {
2434 }
2435}
void win_screen()
Definition: game.cpp:2437
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), Character::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2437 of file game.cpp.

2438{
2439 // TODO: Move this wall somewhere
2441 std::string msg = _( "You managed to close the portal and end the invasion!" );
2442 msg += '\n';
2443 if( u.is_dead_state() ) {
2445 "Unfortunately, you had to sacrifice your life to achieve this." );
2446 msg += colorize( t, c_red ) + '\n';
2447 memorial().add(
2448 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2449 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2450 } else {
2451 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2452 msg += colorize( t, c_green ) + '\n';
2453 memorial().add(
2454 pgettext( "memorial_male", "Safely closed the portal." ),
2455 pgettext( "memorial_female", "Safely closed the portal." ) );
2456 }
2457 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2458 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2459 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2460 popup( msg );
2461}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.

References _, memorial_logger::add(), c_green, c_red, colorize(), Character::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2761 of file game.cpp.

2762{
2763 const std::string &memorial_dir = PATH_INFO::memorialdir();
2764 const std::string &memorial_active_world_dir = memorial_dir +
2765 world_generator->active_world->world_name + "/";
2766
2767 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2768 if( !assure_dir_exist( memorial_dir ) ) {
2769 debugmsg( "Could not make '%s' directory", memorial_dir );
2770 return;
2771 }
2772
2773 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2774 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2775 return;
2776 }
2777
2778 std::string path = memorial_active_world_dir + filename + ".txt";
2779
2780 write_to_file( path, [&]( std::ostream & fout ) {
2781 memorial().write( fout, sLastWords );
2782 }, _( "player memorial" ) );
2783}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:230

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6062 of file game.cpp.

6063{
6064 const tripoint stored_view_offset = u.view_offset;
6065
6067
6068 const int zone_ui_height = 12;
6069 const int zone_options_height = 7;
6070
6071 const int width = 45;
6072
6073 int offsetX = 0;
6074 int max_rows = 0;
6075
6076 catacurses::window w_zones;
6077 catacurses::window w_zones_border;
6078 catacurses::window w_zones_info;
6079 catacurses::window w_zones_info_border;
6080 catacurses::window w_zones_options;
6081
6082 bool show = true;
6083
6084 ui_adaptor ui;
6085 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6086 if( !show ) {
6087 ui.position( point_zero, point_zero );
6088 return;
6089 }
6090 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6091 TERMX - width : 0;
6092 const int w_zone_height = TERMY - zone_ui_height;
6093 max_rows = w_zone_height - 2;
6094 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6095 point( offsetX + 1, 1 ) );
6096 w_zones_border = catacurses::newwin( w_zone_height, width,
6097 point( offsetX, 0 ) );
6098 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6099 width - 2, point( offsetX + 1, w_zone_height ) );
6100 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6101 point( offsetX, w_zone_height ) );
6102 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6103 point( offsetX + 1, TERMY - zone_options_height ) );
6104
6105 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6106 } );
6107 ui.mark_resize();
6108
6109 std::string action;
6110 input_context ctxt( "ZONES_MANAGER" );
6111 ctxt.register_cardinal();
6112 ctxt.register_action( "CONFIRM" );
6113 ctxt.register_action( "QUIT" );
6114 ctxt.register_action( "ADD_ZONE" );
6115 ctxt.register_action( "REMOVE_ZONE" );
6116 ctxt.register_action( "MOVE_ZONE_UP" );
6117 ctxt.register_action( "MOVE_ZONE_DOWN" );
6118 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6119 ctxt.register_action( "ENABLE_ZONE" );
6120 ctxt.register_action( "DISABLE_ZONE" );
6121 ctxt.register_action( "SHOW_ALL_ZONES" );
6122 ctxt.register_action( "HELP_KEYBINDINGS" );
6123
6124 auto &mgr = zone_manager::get_manager();
6125 int start_index = 0;
6126 int active_index = 0;
6127 bool blink = false;
6128 bool stuff_changed = false;
6129 bool show_all_zones = false;
6130 int zone_cnt = 0;
6131
6132 // get zones on the same z-level, with distance between player and
6133 // zone center point <= 50 or all zones, if show_all_zones is true
6134 auto get_zones = [&]() {
6135 std::vector<zone_manager::ref_zone_data> zones;
6136 if( show_all_zones ) {
6137 zones = mgr.get_zones();
6138 } else {
6139 const tripoint &u_abs_pos = m.getabs( u.pos() );
6140 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6141 const tripoint &zone_abs_pos = ref.get().get_center_point();
6142 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6143 zones.emplace_back( ref );
6144 }
6145 }
6146 }
6147 zone_cnt = static_cast<int>( zones.size() );
6148 return zones;
6149 };
6150
6151 auto zones = get_zones();
6152
6153 auto zones_manager_options = [&]() {
6154 werase( w_zones_options );
6155
6156 if( zone_cnt > 0 ) {
6157 const auto &zone = zones[active_index].get();
6158
6159 if( zone.has_options() ) {
6160 const auto &descriptions = zone.get_options().get_descriptions();
6161
6162 // NOLINTNEXTLINE(cata-use-named-point-constants)
6163 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6164
6165 int y = 1;
6166 for( const auto &desc : descriptions ) {
6167 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6168 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6169 y++;
6170 }
6171 }
6172 }
6173
6174 wnoutrefresh( w_zones_options );
6175 };
6176
6177 std::optional<tripoint> zone_start;
6178 std::optional<tripoint> zone_end;
6179 bool zone_blink = false;
6180 bool zone_cursor = false;
6182 zone_start, zone_end, zone_blink, zone_cursor );
6183 add_draw_callback( zone_cb );
6184
6185 auto query_position =
6186 [&]() -> std::optional<std::pair<tripoint, tripoint>> {
6187 on_out_of_scope invalidate_current_ui( [&]()
6188 {
6189 ui.mark_resize();
6190 } );
6191 restore_on_out_of_scope<bool> show_prev( show );
6192 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6193 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6194 show = false;
6195 zone_start = std::nullopt;
6196 zone_end = std::nullopt;
6197 ui.mark_resize();
6198
6200 popup.on_top( true );
6201 popup.message( "%s", _( "Select first point." ) );
6202
6204
6205 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6206 false );
6207 if( first.position )
6208 {
6209 popup.message( "%s", _( "Select second point." ) );
6210
6211 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6212 true, true, false );
6213 if( second.position ) {
6214 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6215 second.position->x ),
6216 std::min( first.position->y, second.position->y ),
6217 std::min( first.position->z,
6218 second.position->z ) ) );
6219 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6220 second.position->x ),
6221 std::max( first.position->y, second.position->y ),
6222 std::max( first.position->z,
6223 second.position->z ) ) );
6224 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6225 }
6226 }
6227
6228 return std::nullopt;
6229 };
6230
6231 ui.on_redraw( [&]( const ui_adaptor & ) {
6232 if( !show ) {
6233 return;
6234 }
6235 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6236 zones_manager_shortcuts( w_zones_info );
6237
6238 if( zone_cnt == 0 ) {
6239 werase( w_zones );
6240 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6241
6242 } else {
6243 werase( w_zones );
6244
6245 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6246
6247 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6248 wnoutrefresh( w_zones_border );
6249
6250 int iNum = 0;
6251
6252 tripoint player_absolute_pos = m.getabs( u.pos() );
6253
6254 //Display saved zones
6255 for( auto &i : zones ) {
6256 if( iNum >= start_index &&
6257 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6258 const auto &zone = i.get();
6259
6260 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6261
6262 if( iNum == active_index ) {
6263 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6264 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6265 }
6266
6267 //Draw Zone name
6268 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6269 trim_by_length( zone.get_name(), 15 ) );
6270
6271 //Draw Type name
6272 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6273 mgr.get_name_from_type( zone.get_type() ) );
6274
6275 tripoint center = zone.get_center_point();
6276
6277 //Draw direction + distance
6278 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6279 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6280 direction_name_short( direction_from( player_absolute_pos,
6281 center ) ) );
6282
6283 //Draw Vehicle Indicator
6284 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6285 zone.get_is_vehicle() ? "*" : "" );
6286 }
6287 iNum++;
6288 }
6289
6290 // Display zone options
6291 zones_manager_options();
6292 }
6293
6294 wnoutrefresh( w_zones );
6295 } );
6296
6297 zones_manager_open = true;
6298 do {
6299 if( action == "ADD_ZONE" ) {
6300 do { // not a loop, just for quick bailing out if canceled
6301 const auto maybe_id = mgr.query_type();
6302 if( !maybe_id.has_value() ) {
6303 break;
6304 }
6305
6306 const zone_type_id &id = maybe_id.value();
6307 auto options = zone_options::create( id );
6308
6309 if( !options->query_at_creation() ) {
6310 break;
6311 }
6312
6313 auto default_name = options->get_zone_name_suggestion();
6314 if( default_name.empty() ) {
6315 default_name = mgr.get_name_from_type( id );
6316 }
6317 const auto maybe_name = mgr.query_name( default_name );
6318 if( !maybe_name.has_value() ) {
6319 break;
6320 }
6321 const std::string &name = maybe_name.value();
6322
6323 const auto position = query_position();
6324 if( !position ) {
6325 break;
6326 }
6327
6328 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6329 position->second, options );
6330
6331 zones = get_zones();
6332 active_index = zone_cnt - 1;
6333
6334 stuff_changed = true;
6335 } while( false );
6336
6337 blink = false;
6338 } else if( action == "SHOW_ALL_ZONES" ) {
6339 show_all_zones = !show_all_zones;
6340 zones = get_zones();
6341 active_index = 0;
6342 } else if( zone_cnt > 0 ) {
6343 if( action == "UP" ) {
6344 active_index--;
6345 if( active_index < 0 ) {
6346 active_index = zone_cnt - 1;
6347 }
6348 blink = false;
6349 } else if( action == "DOWN" ) {
6350 active_index++;
6351 if( active_index >= zone_cnt ) {
6352 active_index = 0;
6353 }
6354 blink = false;
6355 } else if( action == "REMOVE_ZONE" ) {
6356 if( active_index < zone_cnt ) {
6357 mgr.remove( zones[active_index] );
6358 zones = get_zones();
6359 active_index--;
6360
6361 if( active_index < 0 ) {
6362 active_index = 0;
6363 }
6364 }
6365 blink = false;
6366 stuff_changed = true;
6367
6368 } else if( action == "CONFIRM" ) {
6369 auto &zone = zones[active_index].get();
6370
6371 uilist as_m;
6372 as_m.text = _( "What do you want to change:" );
6373 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6374 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6375 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6376 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6377 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6378 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6379 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6380 as_m.query();
6381
6382 switch( as_m.ret ) {
6383 case 1:
6384 if( zone.set_name() ) {
6385 stuff_changed = true;
6386 }
6387 break;
6388 case 2:
6389 if( zone.set_type() ) {
6390 stuff_changed = true;
6391 }
6392 break;
6393 case 3:
6394 if( zone.get_options().query() ) {
6395 stuff_changed = true;
6396 }
6397 break;
6398 case 4: {
6399 const auto pos = query_position();
6400 if( pos && ( pos->first != zone.get_start_point() ||
6401 pos->second != zone.get_end_point() ) ) {
6402 zone.set_position( *pos );
6403 stuff_changed = true;
6404 }
6405 break;
6406 }
6407 case 5: {
6408 on_out_of_scope invalidate_current_ui( [&]() {
6409 ui.mark_resize();
6410 } );
6411 restore_on_out_of_scope<bool> show_prev( show );
6412 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6413 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6414 show = false;
6415 zone_start = std::nullopt;
6416 zone_end = std::nullopt;
6417 ui.mark_resize();
6418 static_popup message_pop;
6419 message_pop.on_top( true );
6420 message_pop.message( "%s", _( "Moving zone." ) );
6421 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6422 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6423 // local position of the zone center, used to calculate the u.view_offset,
6424 // could center the screen to the position it represents
6425 auto view_center = m.getlocal( zone.get_center_point() );
6426 const look_around_result result_local = look_around( false, view_center,
6427 zone_local_start_point, false, false,
6428 false, true, zone_local_end_point );
6429 if( result_local.position ) {
6430 const auto new_start_point = m.getabs( *result_local.position );
6431 if( new_start_point == zone.get_start_point() ) {
6432 break; // Nothing changed, don't save
6433 }
6434
6435 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6436 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6437 stuff_changed = true;
6438 }
6439 }
6440 break;
6441 default:
6442 break;
6443 }
6444
6445 blink = false;
6446 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6447 if( active_index < zone_cnt - 1 ) {
6448 mgr.swap( zones[active_index], zones[active_index + 1] );
6449 zones = get_zones();
6450 active_index++;
6451 }
6452 blink = false;
6453 stuff_changed = true;
6454
6455 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6456 if( active_index > 0 ) {
6457 mgr.swap( zones[active_index], zones[active_index - 1] );
6458 zones = get_zones();
6459 active_index--;
6460 }
6461 blink = false;
6462 stuff_changed = true;
6463
6464 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6465 //show zone position on overmap;
6466 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6467 // TODO: fix point types
6468 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6469
6470 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6471 } else if( action == "ENABLE_ZONE" ) {
6472 zones[active_index].get().set_enabled( true );
6473
6474 stuff_changed = true;
6475
6476 } else if( action == "DISABLE_ZONE" ) {
6477 zones[active_index].get().set_enabled( false );
6478
6479 stuff_changed = true;
6480 }
6481 }
6482
6483 if( zone_cnt > 0 ) {
6484 blink = !blink;
6485 const auto &zone = zones[active_index].get();
6486 zone_start = m.getlocal( zone.get_start_point() );
6487 zone_end = m.getlocal( zone.get_end_point() );
6488 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6489 } else {
6490 blink = false;
6491 zone_start = zone_end = std::nullopt;
6492 ctxt.reset_timeout();
6493 }
6494
6495 // Actually accessed from the terrain overlay callback `zone_cb` in the
6496 // call to `ui_manager::redraw`.
6497 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6498 zone_blink = blink;
6500
6502
6503 //Wait for input
6504 action = ctxt.handle_input();
6505 } while( action != "QUIT" );
6506 zones_manager_open = false;
6507 ctxt.reset_timeout();
6508 zone_cb = nullptr;
6509
6510 if( stuff_changed ) {
6511 auto &zones = zone_manager::get_manager();
6512 if( query_yn( _( "Save changes?" ) ) ) {
6513 zones.save_zones();
6514 } else {
6515 zones.load_zones();
6516 }
6517
6518 zones.cache_data();
6519 }
6520
6521 u.view_offset = stored_view_offset;
6522}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:5997
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6020
void optional(const JsonObject &jo, const bool was_loaded, const std::string &name, MemberType &member)
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
std::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), query_popup::on_top(), optional(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7024 of file game.cpp.

7025{
7026#if defined(TILES)
7027 if( tileset_zoom == 64 ) {
7028 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7029 } else {
7031 }
7032 rescale_tileset( tileset_zoom );
7033#endif
7034}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7012 of file game.cpp.

7013{
7014#if defined(TILES)
7015 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7017 } else {
7018 tileset_zoom = 64;
7019 }
7020 rescale_tileset( tileset_zoom );
7021#endif
7022}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 334 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 104 of file avatar.cpp.

105{
106 return g->u;
107}

Referenced by butcher_submenu(), and get_player_base_save_path().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12023 of file game.cpp.

12024{
12025 return *g->grid_tracker_ptr;
12026}

◆ get_map

map & get_map ( )
friend

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 393 of file character.cpp.

394{
395 return g->u;
396}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 333 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 955 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1018 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1035 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1049 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 999 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1000 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1012 of file game.h.

◆ displaying_overlays

std::optional<action_id> game::displaying_overlays
private

Definition at line 919 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1010 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 225 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 997 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 953 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1051 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 959 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 224 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 956 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1068 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1070 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1069 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1041 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1042 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1032 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1031 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 950 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 949 of file game.h.

◆ m

map& game::m

Definition at line 963 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), chat(), check_near_zone(), check_zone(), control_vehicle(), delete_cyborg_item(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 947 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 957 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 984 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1040 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 980 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1038 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1036 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1047 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1019 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1045 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1044 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1015 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1034 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen = nullptr

Definition at line 982 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 965 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 951 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1063 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1030 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1014 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 958 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 954 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 986 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1060 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 952 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 966 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 975 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1021 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 964 of file game.h.

Referenced by add_artifact_dreams(), add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 948 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1025 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 978 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1057 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 990 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1028 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 989 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 988 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1027 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1076 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1017 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 960 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1053 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: